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	<title>Tales of a Scorched Earth &#187; left4dead</title>
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	<description>Love/Hate Video Games.</description>
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		<title>dead air</title>
		<link>http://toase.net/2009/01/27/dead-air/</link>
		<comments>http://toase.net/2009/01/27/dead-air/#comments</comments>
		<pubDate>Wed, 28 Jan 2009 03:16:37 +0000</pubDate>
		<dc:creator>Andrew S.</dc:creator>
				<category><![CDATA[fps]]></category>
		<category><![CDATA[left4dead]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[survival horror]]></category>

		<guid isPermaLink="false">http://toase.net/?p=657</guid>
		<description><![CDATA[When I saw the name of this mission in Left 4 Dead, my thoughts turned to a last stand at an abandoned small town radio station, where the four Survivors must send out a distress call to anyone who would &#8230; <a class="more-link" href="http://toase.net/2009/01/27/dead-air/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://toase.net/gfx/l4d-full-02.jpg" width="455" height="224" border="0" alt="The survivors take a break for a photo op." title="[The survivors take a break for a photo op.]" style="position:relative; border:1px solid #333;"></center></p>
<p>When I saw the name of this mission in <i>Left 4 Dead</i>, my thoughts turned to a last stand at an abandoned small town radio station, where the four Survivors must send out a distress call to anyone who would answer, while static rang through the building in defiance. With the onslaught of Infected raging outside the building, the Survivors slowly start to make peace with the fact that they might not get rescued this time after all. As the ammunition is consumed and the walls start to crumble behind the massive weight of encroaching Tanks, the Survivors take stock of the situation. They are about to die. </p>
<p>Except that&#8217;s not what happened. Apparently Valve was thinking about an airline staffed entirely by Infected. So we get an airport. A big, sprawling airport with an incredible scene involving a plane crash just in time for the final standoff. Which, as it turns out, is nowhere near as exciting as my little scenario. But that doesn&#8217;t mean that the rest of the mission wasn&#8217;t as exhilarating as those that preceded it. </p>
<p><span id="more-657"></span></p>
<p>This past weekend&#8217;s session of &#8220;Dead Air&#8221; was was with a full foursome. Having the AI at your side may be like having the ideal teammates, but they need to be watched. They will pull off unnecessary heroics and choose to heal you over themselves. Martyrs, all. Four humans on a team exposes the true dynamics of this game as they were intended. The balancing of health packs, managing friendly fire and sticking together while under attack are the essential tenets of the game&#8217;s mechanics that must be learned. While the difficulty seemed to ony marginally increase, when there are four free-thinking individuals on a team it&#8217;s harder to manage a group that starts to unravel during an Infected invasion. Choose yourself over the group and you will die. </p>
<p>In &#8220;Dead Air&#8221; there are once again plenty of rooftop battles through a city overrun by Infected. Eventually we arrived at the airport, where we were treated to a very interesting setpiece that takes place in the main foyer and departures waiting area inside. The set-up of this scene was a little disturbing: we were surrounded by piles of luggage placed by people who likely never made it out of the city. Pressing on, we had to drive a van into a pile of luggage and debris to clear the path forward. Naturally that alerted the horde. All four of us were waiting in the foyer as the Infected swarm enclosed us on all sides. At first things seemed to go pretty well: two of us on shotgun duty and two with assault rifles. But those reload times on the shotguns began to take their toll as the Infected steadily increased in number. One of us fell, then two. The group wiped in short order. </p>
<p>The second attempt was a little more organized. After moving the van, we all went to the mezzanine that overlooked the foyer, hoping to take pot shots at the Horde before moving on. But we underestimated the AI Director. This time, the Horde was both upstairs <i>and</i> downstairs, coming from shadowy corridors behind us and rushing up the escalators in front of us. And suddenly we were in the same predicament as before. </p>
<p>I wouldn&#8217;t call the response to events like these in <i>Left 4 Dead</i> &#8220;problem solving&#8221;, but it requires a great deal of thinking on your feet and cooperation without second guessing. Planning a raid in MMORPGs is a lot easier than figuring out how to simply <i>survive</i> an enemy that fears nothing and completely surrounds you. Voice chat makes these snap decisions easy to communicate, and eventually we made it through into the final stretch. </p>
<p><i>Left 4 Dead</i> isn&#8217;t satisfied to simply set up a small staging area to make the last stand in. It needs to inject a feeling of desperation and urgency, of fear that you won&#8217;t make it. Nothing could have prepared us for the shocking display of a passenger plane crash right in front of the group. It was symbolic; it made us think for a second that maybe that was the last ride out of here. Maybe we were simply going out onto the tarmac to die, like that theoretical scene in the abandoned radio station. </p>
<p>The finale&#8217;s centerpiece is a gas truck used to refuel a cargo plane. As the hapless survivors stumbling onto the scene, the anonymous pilot of the plane asks us to refuel it. Of course, the noise will alert the Horde and it&#8217;s a matter of waiting out that fill cycle before we can leave. </p>
<p>Since the landing strip was an open area, the firefight seemed a lot more manageable than the one from &#8220;Death Toll&#8221; by allowing us to see the entire battlefield. Though the number of Horde was about the same, and the AI Director made itself known by dealing out Specials with frustrating frequency. The last thing on our minds was worrying about the gas truck behind us blowing up in a storm of flying bullets. Instead, I couldn&#8217;t help wondering why that lazy fucker in the plane didn&#8217;t get out to help us. </p>
<p>Some of us were incapacitated, or dragged off by Smokers, but someone always managed to be there. Then the health packs suddenly ran out. Two of us jumped on to the top of the truck, which proved to be a strategic advantage in the final moments of the battle as the AI Director decided to deliver one last swarm for good measure. This is when the game makes you want to shoot a gun until there is no ammo left, until you are down to a pistol and keep shooting long after the last Infected has fallen. It is a feeling that is simultanously disheartening and exhilarating.</p>
<p>Once we were given the go-ahead to jump onto the plane, only three of us did: one of us stayed outside for a few more seconds to fend off the horde with his automatic shotgun for a safe boarding. At this point I think we all held our breath, wondering if he&#8217;d make it out of his last-stand heroics alive. He quickly realized that bothering to reload at this point was a stupid idea, so he hopped onto the plane and joined the rest of us. The plane took off, and we let out a <i>cheer</i>. Another happy ending. </p>
<p>The biggest criticism against this game is that there are only four missions. And while the FPS obsessed might fly through these missions just to get to the end, this type of approach misses out on the game&#8217;s biggest strength. It&#8217;s not about the kill count or pointing out who startled the Witch or finishing the missions on the highest difficulty. <i>Left 4 Dead</i> encourages a co-operative effort to <i>survive</i>. &#8220;No One Left Behind&#8221; is not just an Achievement; it is the philosophy behind the entire game.</p>
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		<title>no one left behind</title>
		<link>http://toase.net/2008/11/26/no-one-left-behind/</link>
		<comments>http://toase.net/2008/11/26/no-one-left-behind/#comments</comments>
		<pubDate>Thu, 27 Nov 2008 04:07:57 +0000</pubDate>
		<dc:creator>Andrew S.</dc:creator>
				<category><![CDATA[fps]]></category>
		<category><![CDATA[left4dead]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[survival horror]]></category>

		<guid isPermaLink="false">http://toase.net/?p=565</guid>
		<description><![CDATA[Last night I played through the &#8220;Death Toll&#8221; campaign in Left 4 Dead with my game group. Which, to avoid sounding like I have a surplus of friends who play games is really just me and a good friend of &#8230; <a class="more-link" href="http://toase.net/2008/11/26/no-one-left-behind/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://toase.net/gfx/l4d-full-01.jpg" width="455" height="191" border="0" alt="Don't look behind you, but..." title="[Don't look behind you, but...]" style="position:relative; border:1px solid #333;"></center></p>
<p>Last night I played through the &#8220;Death Toll&#8221; campaign in <i>Left 4 Dead</i> with my game group. Which, to avoid sounding like I have a surplus of friends who play games is really just me and a good friend of mine (you might remember him from <a href="http://toase.net/2007/06/27/the-long-road-back-to-gaming/">this story</a>). We deftly tackled &#8220;No Mercy&#8221; over the weekend and were ready for more. </p>
<p>Playing with two AI-controlled Survivors is like playing with the ideal teammates. The AI is responsive to the group&#8217;s well being, and definitely puts the whole &#8220;need before greed&#8221; thing into practice when it comes to first aid kits and pain pills. You&#8217;re never incapacitated for long either, as one of the AI-controlled Survivors are usually there to lend a hand after clearing the immediate area around you. If only humans were willingly this considerate. </p>
<p>One of the achievements in <i>Left 4 Dead</i> is &#8220;No One Left Behind&#8221;, where you must finish any campaign with all four survivors alive. We easily accomplished that with &#8220;No Mercy&#8221;, but the final standoff in &#8220;Death Toll&#8221; proved to be a lot more challenging. </p>
<p>A lot has been said about the AI Director, and while it seems a little more noticeable than it was in the demo, its presence is still a subtle one. The sudden appearance of the Infected horde feels like a natural buildup to a tense &#8220;What do we do now?&#8221; moment when you&#8217;re lost in one of the game&#8217;s many dead-end rooms. The Special infected also tend to show up when you least expect it, but not in a way that it breaks immersion. In the final standoff of each campaign, you&#8217;re <i>supposed</i> to be inundated with Infected as you await your rescue vehicle. At least, that&#8217;s what would happen in a movie. </p>
<p>So when we finally cleared a pathway to the dock where the fishing boat was to pick us up, I noticed that Zoey had fallen down and was being swarmed by a large group of Infected behind us. I jumped off the dock, and ran back to assist. Keep in mind, I had already obtained the achievement and there was no reward for doing this. I just felt the sudden need to return the favor. Of course, it also meant my immediate death. My friend laughed at me saying, &#8220;What was the point of that, exactly?&#8221; He died shortly after, trying to come back to save <i>me</i>.</p>
<p>After another couple of tries, we managed to make it through the finale. Except it involved me dying a very dramatic death on the gangway to the boat as the Infected followed us on to the dock. I held them off from the ground with my two pistols, while I watched the other Survivors run past. Everyone got away except me, but I didn&#8217;t feel cheated. It felt like the perfect ending. </p>
<p><i>Left 4 Dead</i> is pure hollywood.</p>
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		<title>Left 4 Dead impressions</title>
		<link>http://toase.net/2008/11/12/left-4-dead-impressions/</link>
		<comments>http://toase.net/2008/11/12/left-4-dead-impressions/#comments</comments>
		<pubDate>Thu, 13 Nov 2008 03:49:10 +0000</pubDate>
		<dc:creator>Andrew S.</dc:creator>
				<category><![CDATA[demos]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[left4dead]]></category>
		<category><![CDATA[pc gaming]]></category>
		<category><![CDATA[survival horror]]></category>

		<guid isPermaLink="false">http://toase.net/?p=516</guid>
		<description><![CDATA[Updated November 14, 2008 Left 4 Dead goes out of its way to create an interactive horror movie. The movie poster introducing the upcoming mission, the four horror movie archetypes forming the group of survivors, a city overrun with Infected &#8230; <a class="more-link" href="http://toase.net/2008/11/12/left-4-dead-impressions/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://toase.net/gfx/l4d-demo-01.jpg" width="455" height="174" border="0" alt="[Not if my submachine gun can help it.]" title="[Not if my submachine gun can help it.]" style="position:relative; border:1px solid #333;"></center></p>
<p><a href="http://toase.net/2008/11/12/left-4-dead-impressions/#update"><i>Updated November 14, 2008</i></a></p>
<p><i>Left 4 Dead</i> goes out of its way to create an interactive horror movie. The movie poster introducing the upcoming mission, the four horror movie archetypes forming the group of survivors, a city overrun with Infected presenting seemingly overwhelming odds, and enough darkened corners to make anyone trigger-happy. The maps are linear, designed to move the player forward without too much thought and keep players shooting at the Infected. Swarms of the Infected will appear as if from nowhere, at any time. There are no monster closets. They are everywhere. They will jump through windows. They will rush through hallways. They will pretend not to see you, and then all of a sudden a group of them is launching an attack. And then the Boomer shambles around the corner, and your party of four is suddenly fucked.</p>
<p><span id="more-516"></span></p>
<p>The <a href="http://store.steampowered.com/app/530/"><i>Left 4 Dead</i> demo</a> went live for everyone yesterday. The pre-order crowd has been playing since Friday, myself included. Portions of the &#8220;No Mercy&#8221; mission were included in the demo, which pits the four person team against hordes of the Infected as they battle their way to a rescue location at Mercy Hospital, where other survivors are apparently gathering. The opening cinematic does a seamless lead-in to a rooftop gathering of the team where you drop into your selected avatar, grab a weapon and get ready to defend yourselves against the Infected. </p>
<p>First, a qualifier: I mostly played Single-player offline, as I initially had trouble getting a match going without a lot of re-connecting to games. There appeared to be an issue with the matchmaking service, and I was booted from three different lobbies after games had started before I finally gave up. I talked to a few users afterwards, and they appeared to be experiencing the same thing, and assumed it was lag and connection timeouts. <a href="http://store.steampowered.com/news/1995/">An update to the demo</a> went out on Monday to fix some of these issues, but even tonight I had problems connecting to a game. Obviously this will be fixed for the full version – or else this game just lost its entire reason for being. One thing that really irritated me is the lack of an actual server browser, something that all Valve games to this point have included as part of the Steam client. Why can&#8217;t I choose where I want to play? This handholding comes directly from the world of online console gaming, and I don&#8217;t like it. Just because <i>Left 4 Dead</i> is also being released for the Xbox 360 doesn&#8217;t mean you ignore what the PC gaming market has grown accustomed to. And being dumped into a lobby with random players who are more interested in plowing through the map for frag counts kind of ruins the effect of the game.</p>
<p>Before starting a game, you choose your character: Louis the office worker, Francis the tattoo-emblazoned biker, Bill the grizzled war veteran (or gun enthusiast?) and Zoey the…girl. Yes, a token girl wearing a red tracksuit jacket that favors the pistols. I liked the design of Alyx better; she looked like she could handle herself in a fight without being obvious about it. In Zoey&#8217;s case, there is nothing to discern her from the rest of the group. Bill has the dangling cigarette and gruff commentary, Louis is the office worker acting out every white collar slave&#8217;s fantasy, and Francis is, well, the embodiment of the biker stereotype, but we&#8217;d never want to say that to his face. In multiplayer mode, once dropped into a lobby you either have to make your claim on a character right away or else one will be assigned to you. Unless you&#8217;re really concerned about what you look like in-game, this really doesn&#8217;t make a difference.</p>
<p>And that&#8217;s one of the first exceptions I took with <i>Left 4 Dead</i>. Why a pre-made set of characters? There are no bonuses or specialties offered by any of them, and they aren&#8217;t &#8220;classes&#8221; like one might expect. Any character can take any weapon, though if you&#8217;re playing with the AI controlled characters they will pick certain types of weapons: for example Bill will always choose the Automatic weapons, and Francis will always choose the shotgun. I&#8217;m not asking for customizable characters, but adding a little depth to the avatars forced onto players would have been appreciated.  </p>
<p><i>Left 4 Dead</i> provides only the basic tools for Zombie invasion survival: a heavy weapon, a pistol, an explosive and a First Aid kit. Unfortunately, the weapons don&#8217;t feel very substantial or unique, though they do provide satisfying results. It doesn&#8217;t take much skill to launch an assault head on; simply firing the shotgun into a crowd of Infected usually gets the job done if you can manage reloading quickly. Even with a more conservative approach, the waves of Infected that constantly beset your group will use up most of your heavy weapon&#8217;s ammo. But then there&#8217;s always the pistol, which has unlimited bullets, is almost as effective as firing the submachine gun or automatic rifle, and provides similar accuracy. </p>
<p>For atmospherics, the darkened alleyways and closed-in rooms necessitate the use of the flashlight. Wandering around with your flashlight and gun in hand, wondering where that next Infected attack will come from was completely unnerving. Not in the way you need to install the <i>Doom 3</i> duct-tape mod, but the <i>I Am Legend</i>, oh-my-god-don&#8217;t-look-into-those-shadows-I-don&#8217;t-want-to-know-what-is-lurking-there kind of feeling. Anyone who has disturbed the Witch doesn&#8217;t live to tell about it.</p>
<p>Being attacked by a mob of Infected is not the same as your typical gunfight in other FPS titles. They will jump on you, they will claw you and push you to the ground. The action does not give players pause to breathe; the urgency of each sub-mission is palpable. When outnumbered in <i>Left 4 Dead</i>, there is a genuine feeling of hopelessness. Well, except for the pistols.</p>
<p>One of the game&#8217;s best features is how it integrates teamwork into the action. This isn&#8217;t a totally generic FPS where you happen to be playing alongside other humans; you have to watch out for your party. You can&#8217;t ignore them and just keep shooting, or they will be incapacitated by a Smoker or a Hunter and there&#8217;s one less gun in the fight. Either you or another party member must kill their assailant, or if they are completely incapacitated, you have to help them up similar to <i>Gears of War</i>. In another movie-like touch, you can still shoot while incapacitated, to provide covering fire while someone attempts the rescue. </p>
<p>At this point, <i>Left 4 Dead</i> sounds like an exciting multiplayer game that could have easily been created as a mod. There just isn&#8217;t enough depth to the core game. However, is it fair to criticize a game that&#8217;s sole purpose is assaulting the senses with a cavalcade of unlimited micro-crises? Absolutely. And I will tell you why: feeling fear in survival horror should be knowing you can&#8217;t game the system, there is no health pack waiting for you, you really are out of ammo, and it&#8217;s time to start shoving your way through the pack of Infected in front of you and make it into that abandoned building, because your last teammate died and you&#8217;re pretty much fucked if you don&#8217;t. Instead, I always get the feeling that there is a safehouse nearby, and while my main weapon&#8217;s ammo has run out there are always the pistols. </p>
<p><i>Left 4 Dead</i> also doesn&#8217;t handle the concept of infection very well. With the amount of times I was clawed, mauled, (probably) bitten, blood spattered in my face and on my teammates, and the clouds of gore and brain particulate filling my immediate environment, it amazes me that none of us get sick. Either the game is following the convention of Zombie movies (in which you must be bitten), or it&#8217;s following the convention of say, <i>28 Days Later</i>, where you have to ingest or come into contact with the blood of the Infected; I can&#8217;t figure out which. And the Zombies can run, which presents even more uncertainty.</p>
<p>You can also take a lot of punishment in this game. Even though I was only granted one health pack, it was rarely needed unless I was in the middle of an Infected swarm and couldn&#8217;t blast my way to safety. And because of this, the only reason I was going to die was if I took a lot of damage. There is no fear of getting bitten or Infected, just overpowered by the enemy. It ends up feeling kind of…trivial.</p>
<p>Since the demo only includes the introductory mission, there isn&#8217;t enough information presented to establish a storyline or purpose for the player&#8217;s actions aside from survival, so I&#8217;ll presume that delving further into the campaign may reveal some sinister government plot. Even though this may be a multiplayer game at heart, it isn&#8217;t deathmatching – <i>Left 4 Dead</i> could have incorporated some additional realism to make the experience more essential; as it is, it&#8217;s merely a shooter with lots and lots of Infected to splatter all over the street. Which can be fun, to a point.</p>
<p>A question that also needs answering is whether I will be able to save the game&#8217;s progress, or at least continue from the beginning of each sublevel. This is important to me and the people I&#8217;m playing with. I don&#8217;t want to have to start again because we have something more important to do.</p>
<p>In the face of these criticisms, I can&#8217;t help but think that <i>Left 4 Dead</i> has a certain charm. Co-operative play in this type of scenario isn&#8217;t new (<a href="http://www.mobygames.com/game/ps2/resident-evil-outbreak"><i>Resident Evil: Outbreak</i></a> and its sequel did it first with moderate success), but I think <i>Left 4 Dead</i>&#8216;s primary function is to create an accessible adventure to be enjoyed with friends. Sure, the campaign mode can be played offline with AI controlled teammates, but fighting alongside them was like fighting with the rebels in <i>Half Life 2</i>. There was no character; they were disposable next to my prowess with a submachine gun. By focusing on the multiplayer elements of the game Valve lets players provide the character behind the avatars, and in the reactions to this game world, a new story can be created. </p>
<p><a name="update"></a><br />
<b>Update:</b> I&#8217;ve managed to play more online multiplayer, and still think that this is a game you have you play with people you know, or at least people who can appreciate the pacing required for this kind of shooter. Naturally the action comes hard and fast while under attack by the Infected, but this isn&#8217;t a god damned <i>race</i>. Someone took the time to design these levels to make them creepy, at times claustrophobic, and appear ravaged by the clash of survivor versus infected. I&#8217;m not about to strike up a conversation in between firefights, but can we at least take a bit of time to regroup?</p>
<p>Ultimately, I think the demo is just too short to truly grasp what the game is capable of. I&#8217;m looking forward to playing the full version next week. </p>
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