At their core, most action and action/adventure games are about fight or flight. This is in turn about spacing; more specifically the distance between you and your enemies and the distance between your current position and the next safe zone. As you move from checkpoint to checkpoint, you’re either trying to put as much space as possible between you and your opponents or you’re trying to fill that space with as much lethal force as possible.
From this basic action/adventure premise, developers of survival horror games tweak the formula in a variety of ways. One is how quickly the game lets you move (the vast majority of survival horror games slow your movement speed relative to other titles) and the other is whether you can both shoot and move at the same time.
Your movement speed determines how much space you can put between yourself and your enemies; the ability to shoot and/or move determines whether you have to choose between fight or flight (Resident Evil) or whether you can do both simultaneously (Dead Space).
Another is managing an inventory of scarce resources – health, ammunition, explosives, etc – that you need to stay alive as you make your way from point A to point B.
How does Valve handle these elements?
With regard to movement, Left 4 Dead lets you move fairly quickly compared to more traditional survival horror games. But that’s not enough to keep you safe, or even to maintain the illusion of safety.
The basic infected move even faster than you do, and they periodically swarm you in large numbers, making it difficult for you move. You can’t clear an area of enemies and then relax indefinitely, because the game’s ‘AI director’ will keep pushing you forward by throwing more and more Infected at you. And while the initial supply of ammo for your primary weapon will seem rather generous compared to traditional survival horror games (it’s even unlimited for pistols), the sheer number of Infected in Left 4 Dead functions almost like a countdown clock, tension steadily mounting as your ammo ticks down.
As long as you can maintain some space between yourself and the infected, you’ll be safe. But by pushing survival horror in a co-op direction, Valve forces you to manage a third space: the distance between you and your allies. The game’s user interface, which is far more elaborate than Valve’s previous titles, foregrounds the condition of your buddies at all times; because your group is only as strong as its weakest link, you have to monitor your allies’ status and health as well as your own.
As for the survival horror element of scarcity, here it means that each of you can carry just one health pack and one bottle of pills at a time, there’s no use in hoarding them for yourself, because the collective health of your entire unit is paramount.
And it’s not just the Survivors whose gameplay is built around movement and spacing. The five types of Boss Infected don’t have guns, but four of them nevertheless have ranged attacks, and in what might be Valve’s shrewdest touch, four of the five Boss Infected can immobilise you in a way that requires the assistance of your allies to get you back on your feet.
Playing Left 4 Dead opened my eyes to how little information other team-based shooters provide about the location and condition of our teammates; if they’re not in our cone of vision, the only info we have is what our fellow players tell us over voice chat.
By carefully providing more information through the game’s UI – right down to seeing our buddies’ glowing outlines through solid walls – Left 4 Dead explicitly reinforces the opportunities for the kind of teamwork that embodies the all for one, one for all esprit de corps necessary to make it through a zombie onslaught without ever feeling it’s enforcing that teamwork.
It’s a subtle difference, but it’s also an important one, and within the context of survival horror, it feels like a crafty new direction for the genre. As the coach of my beloved Los Angeles Lakers likes to say, the strength of the pack is the wolf and the strength of the wolf is the pack, and given the manner in which Valve has designed Left 4 Dead, joining the pack has never felt quite so rewarding.
I loved Half Life 1 & 2. Bought this, played it for 2 days. It got old really fast. Now I'm back playing my beloved CS Source. My kid brother loves it though.
Wave upon wave of the same zombies over and over again gets old really fast. (Serious Sam had the same but was far more entertaining) No goal to the game at all but to live and escape. Your friends are all losers so the reason for saving them is paper thin. When the zombies are all over you, there's nothing to do but keep firing and swinging with your weapon and hope you hit something.
I love Valve, but this is so far from Half Life & Half Life 2. Just the Ravenholm level in Half Life 2 was a lot more scarier, smarter and would just basically, beat the zombie shit out of this game. The physics engine (I'm sure there was a havok physics engine somewhere in this game) wasn't even used at all. There could've been traps and ingenious ways of making things fall on zombies. I mean the Ravenholm level was great in itself, but the physics gun and the stuff you can pick up with it- made it freaking brilliant. All they had to do with this game was just forget about the physics gun and allow the player to pick up things and throw them.
Valve got lazy on this one. I'll say--a generous 5. And you can quote me on that, EDGE.
10/10 :)
I can't believe I don't own this game yet, it sounds absolutley amazing. This article given some brilliant insight into not only the game in question but also a growing trend in most video games.
Developers are starting to realise that for online in games to prosper, more and more control must be given to the player. Fifa and its 11v11 online mode, LBP's onus on creation through UGC these are just two of the many examples out there of onine gaming made for the player, by the player.
In Left 4 Dead's case, the player is given the means to not only positivley contribute but also activley dictate the flow of the game through their own moral judgement. You can either play alongside your fellow team mates and reap the rewards or simply aim for singular glory and move to outplay those who you are fighting alongside.
Byron, you don't know how right you are :) I got left4dead as soon as it was available, and, certain online issues (dodgy servers, players etc.) aside, it's simply amazing. When you have a good team together who know what they're doing, and you're playing expert mode, it's a co-op excperience like none other imo. I only wish Valve'd push new co-op maps for it soon :d
Worth noting that the game is only $25 on Steam until tomorrow, so if you haven't picked it up, there's probably not a better time in the next year.