MAGAZINE

Review: Left 4 Dead 2

Edge Staff's picture

By Edge Staff

November 17, 2009

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AGAINST AGAIN
Versus mode returns, in which two teams of players alternate roles as survivors and infected, and is joined by a series of survivor maps and a new scavenge mode. In this, survivors must scour an environment for petrol tankers to refill a generator, doing so under a two-minute time limit. Each tipped canister adds 20 seconds to the clock and gets the team points, but the players are forever stalked by the infected team. The mode throws up some interesting tensions – dividing to more efficiently cover the level also means leaving yourself to being easily devoured.

Format: 360, PC
Release: Out now (PC and US 360) November 20 (Euro 360)
Publisher: Valve (Steam), EA (Retail)
Developer: Valve
Screenshot gallery

As back-of-the-box promises go, Left 4 Dead 2’s offers a pretty good précis: ‘New friends. More zombies. Better apocalypse’. It’s certainly a bigger apocalypse – and a more varied, deeper experience too, as you and three chums guide a new band of wisecracking survivors to safety through the zombie-ravaged Deep South. Though Valve’s preceding co-op horror shooter was crafted for extensive replay, and has since been visited with free expansions, Left 4 Dead emerged with little meat on the bone. Its sequel is a fleshier thing altogether. There are more campaigns, there are more modes, there are more guns, tools and types of zombie. Perhaps none of this would immediately merit sequel status were there not something more fundamental going on as well. But such is the additional variety and increased sense of purpose in L4D2 that it manages to make the earlier game feel a little mechanical and inorganic, revealing its almost exclusive reliance on the AI director to orchestrate drama from the ebbs and flows of the zombie horde.



That drama is still evident here, of course, with the director allowing split-second rescues when all looks lost, or ruthlessly cutting down would-be survivors just when safety seems moments away. But whereas the first game relied on the director alone to create interest in its environments, punctuating a point-to-point slog with a smattering of special events, the sequel introduces more frequent and richer setpieces. Players of L4D will be familiar with those moments when you would battle against an increasingly aggressive horde during the tortuous wait for an elevator door to open, or a gangway to descend. Now, such adrenaline-boosting beats are so common that they blur into the game at large rather than feeling like diversions from it. The player nearly always has a purpose, a new challenge that adds to the difficulty of surviving the director’s sadistic machinations, stumbling straight from one trick into another. There are mazes of graves and public gardens that reconfigure themselves on every playthrough, alarms which must be deactivated with distant controls, gauntlets to be run and vital resources to be scavenged which prove the key to your escape.



While some challenges are more contrived than others, the possibilities here are clearly far greater than in L4D, and the dramatic ambitions for each level have scaled to match. The Hard Rain campaign is one of the best examples, seeing players battle their way in one direction only to return in the other with the environment now submerged, landmarks only just visible through the driving rain. The locations themselves are also more sumptuously rendered than L4D’s recreations of prosaic zombie fiction: Valve has proven it can do genre with its dark woods, hospitals and sewers – now it brings its own creativity to bear, recasting the familiar zombie horror with sallow southern light, misty dawns and jangling bluegrass music. Familiar instrumental stings and spooky synths are now given a Cajun twist, and campaigns have distinct flavours themselves, an early favourite being the trip to Dark Carnival’s amusement park, complete with red-nosed clown zombies, big dipper and a tunnel of love. The Parish, too, is beautifully constructed, the race through its pastel-coloured streets as aircraft attempt to purge the plague from on high proving no less intense because of its occurrence during daylight hours. Not all the campaigns hit the same highs, however – Swamp Fever’s trudge through the bayou is in places a little too disorienting, while elsewhere Valve shows a frustrating tendency to fall back on dull industrial architecture. But even as the Source engine creaks towards retirement, evocative lighting and a little bit of southern flavour still put its modest polygon count to good use.

Gavin.Stuart's picture

Judging by this review, and the 90% Metacritic score, I'm missing something here. I played through most of the game this week and was resolutely unimpressed. Additions such as melee combat should have probably made the cut for the first game; the new infected (to me) feel game-breakingly overpowered; Valve's 'improved' characters and story really didn't anything to the experience.

As an expansion, L4D2 would be fine, as a full priced game I'd be wary unless you really loved the first one.

PGTips's picture

This is definitely my most wanted game of this year. The original remains my all time favourite shooter (if not game) in terms of emergent story, truly co-operative play and most importantly the feeling of being part of an actual zombie apocalypse where your survival is never guaranteed.
I don't see a problem with the release of this a year after the original - for a game that provides true value for money in the amount of fun and entertainment that can be gleaned from it, I'll happily pay again.

OmegaVader's picture

I still can't bring myself to commit yet another $50 to this franchise a year later. Can't say I feel I'll get my money's worth again....because I'm still waiting to with the original. It certainly looks half-baked compared to the content stuffed into this one, though...but the experience isn't so new as to make me too impatient to wait for a significant discount.

Aionic_Kid's picture

Oh shit. Another full-prize game to purchase...

StealthBadger's picture

It's certainly 9 season in the land of edge reviews.

Spring/Summer is all about 7's, autumn's a string of 9's, but what will winter hold?

Ivor_Biguns's picture

Ha ha!! Edge has decided to outfox their detractors by giving every game a nine.

Ben_Lathwell's picture

'tis the season for big old game releases, hopefully the new year will till be full of 9s cos of MW2's crater.