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Offline Failed

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Re: Left 4 Dead 2
« Reply #30 on: July 31, 2009, 03:16:25 PM »
He sounds racist but worried about sounding racist. Like he's racist in his own head.


Offline nCogNeato

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Re: Left 4 Dead 2
« Reply #31 on: July 31, 2009, 04:12:56 PM »
He sounds racist but worried about sounding racist. Like he's racist in his own head.

And again ... head ... exploded.



Offline ApocalysePony

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Re: Left 4 Dead 2
« Reply #32 on: August 08, 2009, 04:27:08 PM »
This is what some gamers feel like, and wish they were.
http://www.youtube.com/watch?v=GQe4tlsfRbY

Offline GamerMan316

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Re: Left 4 Dead 2
« Reply #33 on: August 14, 2009, 07:05:00 AM »
New L4D2 vids

the link contains 4 videos from Gametrailers showing the footage, the videos are from one long video & each of the 4 seem to start from the beginning of the main video, well they are doing for me at least.  The full 20 minute vid also shows the new Rage trailer, which i've already posted, NHL10 & DiRT2 amongst other things.
« Last Edit: August 14, 2009, 07:15:54 AM by GamerMan316 »


Offline GamerMan316

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Re: Left 4 Dead 2
« Reply #34 on: August 23, 2009, 11:11:39 AM »
Left 4 Dead 2 Interview
Chet Faliszek talks female spitters and cats throwing up...

It's one of the most talked about sequels this year, if not necessarily for the right reasons.

The announcement of Left 4 Dead 2 brought controversy as hardcore fans of developer Valve said it was too soon and the support for Left 4 Dead should have continued long into the next few years.

But what of the game itself? Details have been drowned out by the controversy so we talk to Valve's Chet Faliszek to find out about the new special zombies, the new director and cats throwing up...

So, tell me about the Spitter.
The spirit was two things. We wanted something where people were advancing really quickly to make them hesitate. So you can spit in the doorways, spit in the upcoming path and force you to have to wait. Any time you have to stay in the level is a chance to get more damage. The longer you stay the harder it is. So the spitter forces you to slow down.

Spitter can also then separate groups. Especially when there's a Charger and a Boomer. The Splitter comes between them and all of a sudden these two groups are like taking on the whole horde of zombies frome the boomer, rather than a group of all four.

And then the real evil thing in versus, of course, is if someone goes down and they want to go rescue him, you spit on him and it spreads out and they can't reach him because of the spit.

You can move through it, but what'll happen is you'll just take damage as you move through it. It spreads out and stays active for a bit and then shrinks back.

Other good thing is that if people are closet-camping you spit in that closet, they're going to take damage and you take more damage the longer you say in it. So if you're sitting in the closet, come in and spit in it, there's no way they're staying in that closet. You're forcing them to move.

When she's getting ready to shoot there's a green glow, and you can see her getting ready.

Like a cat throwing up?
Yeah. Actually we should totally include that horrible yelp they make before they do it.

And is there a male version?
No, this is just the female. We wanted to be equal opportunity. Right now we just have the witch, and she's nasty.

She's fun to fight against and she's really fun to play. And it's one of those things where you don't realise how much not being able to move forward impacts you when you've got to wait.

You've kind of got it at the moment when you've got a fire in front of you, but normally the fire is taking care of something and there's nothing behind us. When it's a third party doing it to you, a lot of times it's like, oh sh*t. Is there a tank coming we're trying to outrun and there's this goo in front of us...

Does it affect the zombies too?
They're unaffected by it. It's special zombie goo. That makes it scary.

Are you putting a number on the number of Specials you're adding?
We'll have three Specials for sure that we'll ship with. There may be four, just because the Spitter ended up quite easy to iterate on. He's just hanging out there now waiting for the art to be finished. The Charger behaviour actually may change just a little. It's just a case of seeing as we bring more stuff online how the balance works in what we need to work on. The spitter was originally the "get them out of the closet" thing only, then we realised the movement-slowing side effect ended up being really good, and that changed some his behaviour as well.

So you've got the Spitter, the Charger, and one more.
Yes. It's working, it's got a name...

The great thing about the Spitter is that you can spit down some goo and the Smoker pulls someone through it. It's working out those combinations that's interesting. The third one we're not talking about is all about combinations and it's just evil.

One of the things we always judge these things on is if you get a mad cackling laugh if you're doing it in Versus, it's a good creature.

Can you play as the uncommon common?

No... you kill a lot of zombies in Left 4 Dead 2 and we wanted to make sure that you have this variety of experience. And you also have to kind of choose your targets differently. While the current implementation you see the hazmat guys doesn't do that as much, the way they're going to be implemented will make you say "I will shoot those guys first because the others are less of a threat." It's the same with the mudders - I'd much rather be hit by a regular guy than a Mudder because a Mudder's going to eventually block my view.

And it also just makes you aim differently because they're lower to the ground. We want each of the uncommon common to have that same effect when you see it as a Special - you think oh, sh*t, I've got to do this.

Is the director maxed out now?
We keep adding stuff to it. There are some different thigns to the way it does health and ammo now. In another swampish area it controls whether or not a storm comes in, there's some fog stuff as well, it's mixing that up. That means that when the rains hit you go from being easy to spot stuff in the distance to this claustrophic type of combat. Like in Blood Harvest at the end where you go through the cornfields. You also have that kind of thing dynamically happen to you.

It's just adding more stuff to the game and seeing how the director could use that. Adding more Specials makes the director more special, because then if you're playing a certain way the director can then spawn something else against you. It's got just more creatures in its menagerie.


Offline Failed

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Re: Left 4 Dead 2
« Reply #35 on: August 23, 2009, 06:40:49 PM »
Looking good, this'll will be an instant shop-lift for me!

Offline nCogNeato

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Re: Left 4 Dead 2
« Reply #36 on: August 24, 2009, 11:09:38 AM »
I look forward to the adult paraodies this sequel inspires.


Offline Failed

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Re: Left 4 Dead 2
« Reply #37 on: August 24, 2009, 04:50:33 PM »
Left 4 Dead 2: Swamp Fever

=

Left 4 Head 2: Damp Beaver

Offline GamerMan316

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Re: Left 4 Dead 2
« Reply #38 on: August 29, 2009, 06:05:00 AM »
Pre-Order Left 4 Dead 2, Get a New Melee Weapon



Left 4 Dead 2 is sure to be one of the holiday season's biggest hits, and a UK retailer is making the game just a little bit sweeter. According to Game.co.uk, those who pre-order the follow-up to Valve's massively successful 2008 zombie apocalypse shooter will receive early access to the game's demo. Additionally, the store is offering download codes for an exclusive in-game weapon: a baseball bat. Since one of L4D2's new features is melee weapons, the bat should go nicely with your frying pan when you're engaging in combat with the undead.

Unfortunately, there's no word about whether or not this item will make its way to North America, and leading retailer GameStop has no mention of bonus items on its website. Though, I wouldn't be surprised if they get some sort of reserve bonus, whether it be early demo access, a bat, or something else entirely.


Offline Failed

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Re: Left 4 Dead 2
« Reply #39 on: August 29, 2009, 09:13:11 AM »
Do the English early adopters get a Cricket Bat instead of Baseball :D

Offline GamerMan316

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Re: Left 4 Dead 2
« Reply #40 on: August 31, 2009, 09:29:09 AM »
preview from oxm

Spitters. Mudmen. Rivers. Rain. Oh, and zombies. We face new problems as the South rises again.


This is a report from the frontline. It's pieced together from scrawled notes and traumatising voice recordings, of details of the game heard over constant gunfire, the shrieking of the Infected and the yells from fellow Survivors.

Most press showings are carefully stage-managed in pristine meeting rooms; Valve just throws us in with three developers against the horde. Faced with this, Kate Adie is a rank pretender.

This setup, of course, is the core of what's suddenly become a franchise - four Survivors vs the endless Infected. As we revealed last month, it's set in the Deep South, with four new Survivors, and a more obvious story tying their adventures together. We visited Valve to experience first-hand the new horrors that the game will throw at them.

We've had a glimpse of the swamp before, but this is the first time anybody's played it: a slog from a crashed train through an abandoned village, an alligator farm, and then struggling through the swamp to a roomy, lightly chewed plantation house.

It's a bigger, wider, more open gauntlet than the sort we grew used to do in the original Left 4 Dead, and a good deal more ominous as a result.

The most alarming obstacle is the water, which is waist-deep in places and slows your walking speed right down. Zombies are slowed too, but not as much, and it's a perfect habitat for an all-new level-specific enemy: Mudmen.

"You kill a lot of zombies in Left 4 Dead 2 and we wanted to make sure that you have this variety of experience, where you have to choose your targets differently" says Valve's affable L4D frontman Chet Faliszek.

Hence each campaign gets a new, unique 'uncommon common' - a variation on the standard, common-or-garden Infected who does the same damage, but behaves differently. In Swamp Fever, it's the Mudman, who scuttles along low to the ground and spits in your face to partially obscure your vision. They're a terror in water because they're almost invisible.

We're told you can see them coming by the ripples on the surface, but we never had the time spare to notice; they only attacked when we were already flailing off a mass of normal Infected, adding a new level of ankle-biting anxiety to proceedings. In the build we played they showed up solo, which was bad enough, but in the finished game they'll swarm in groups.

In Swamp Fever, that means you have to keep an eye on the ground. Other campaigns have different "uncommons" that call for different tactics; in New Orleans, for example, they're fire-resistant zombies in hazmat suits. It's all designed to keep you on your toes. "The way the hazmat guys are going to be implemented will make you say 'I will shoot those guys first because the others are less of a threat,'" says Faliszek. "Same with the mudders. I'd much rather be hit by a regular guy than a mudder because a mudder's going to eventually block my view."

Back in the swamp, we hit an alligator farm, and another new feature: a choice of paths - a right down a straightforward jetty, or straight on along a raised boardwalk. We took the high ground, which was risky - because the Infected have the ability to destroy bridges and buildings now. This adds a new level of strategy to competitive Versus matches, as the infected team can go ahead and sabotage things to arrange a trap.

We didn't have any human foes to face, but reaching the choke point - a bridge that needed to be lowered using a noisy motor - we still had to hustle from one flimsy shack to another as the incoming horde and inept use of gas canisters blew them apart.

The only thing that could make it more challenging are zombie alligators, which Valve regrettably hasn't included. "Alligators are cold-blooded," contends Faliszek when we point this out. "They wouldn't have a caught it."

Further on, things open out a bit more. The slightly larger maps and open paths are disconcerting after the closed routes of L4D, and make it harder to predict where the attacks will come from. "It's when we play Versus we realise how tight they actually are," grins Faliszek.

They also mean that the new Infected Charger, introduced last month, can appear from nowhere and send you flying. He appears regularly and while, like the Hunter, he is fairly quick to kill, the dispersement splits the team - leaving them easy prey of the Spitter.

This charming young lady spits a vile goo that slows you down and saps your health. She's designed first to slow you down (so the zombies can get their chance at you) and second to address what Faliszek calls 'closet-camping,' "You spit in that closet, they're going to take damage and you take more damage the longer you stay in it. So that forces you to move."

Our journey ended in the plantation house, in a truly epic finale where we all clustered on a first-floor balcony around a new mounted gun, (which didn't overheat but does, apparently, run out of bullets). Multiple Chargers demonstrated it's now impossible just to cluster together, and the maze of rooms and thick vegetation of the grounds meant that the onrushing Horde was hard to predict.

One Tank kept us in an extended Benny Hill chase that we barely survived, and only two of us lasted the final mad run to the boat after a Tank-thrown rock brought down the Charger that incapacitated Chet.

Giddy with victory, we followed up with another run down the "gauntlet" we sampled last month - a bridge teeming with zombies and packed with cars, which made it a predictable nightmare when the Tank showed up. Both showed that L4D2 is well primed to break up the complacency we've developed in the first game. Teams can't always solve problems by just charge forward or stand and fight - the director is wise to those tactics now, and will force you out of them.

And Valve is still adding tools to its arsenal. As well as rearranging certain levels, like the New Orleans graveyard, it can now introduce fog and rain. Faliszek again: "When the rains hit you go from being easy to spot stuff in the distance to this claustrophobic type of combat. Like in Blood Harvest at the end where you go through the cornfields."

Not that you're getting left completely in the lurch. There are the new weapons - grenade launcher, fire axe, the frying pan - which does, we can confirm, make a truly excellent Vic 'n' Bob-style CLANG when you hit someone with it - and the newly announced cricket bat. Ashes reference or Shaun of the Dead? "A little of both," says Faliszek, although he admits it's an unusual thing to find lying around in Dixie. "Not a lot of people play cricket in the Deep South. But there's got to be someone wondering what this piece of wood is, right?"

Narrative aside, it'll come in handy for your own impromptu Shaun moments, and along with all the melee weapons it's great for dealing with Smokers: if grabbed you can use it to cut the tongue off. The only downside is that switching weapons (or being hit by a Charger) makes you drop it.

It's surprising to see just how much variety Valve has already added to the four-against-the-world gametype, and there's still more campaigns and at least one more Special to meet. Add in the DLC plans (see above) and the game - and the survivors - will run and run.


Offline GamerMan316

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Re: Left 4 Dead 2
« Reply #41 on: September 04, 2009, 06:50:52 AM »
Left 4 Dead 2's Dark Carnival unveiled



Valve today revealed the third of five campaigns for Left 4 Dead 2, Dark Carnival, and Eurogamer popped round to the firm's Bellevue office to try it out.

We'll have a comprehensive work-up of what we saw soon, but in the meantime you probably want to check out the first screenshots of Dark Carnival, and hear about things like the new special infected, the Jockey.

The Jockey's a right pain in the neck, appearing out of nowhere and hopping onto one of the survivors' backs. He or she then loses control of movement, allowing the Jockey to steer the pair into dangerous territory, where other infected can pile on the damage.

It's particularly frustrating for the survivors when one of their number is caught straggling, because the Jockey can ride them further and further away from the main group, potentially costing the team even more vital time, health and ammo than, say, a Hunter could by pinning a wayward player.

Dark Carnival itself ("You must be this tall... TO DIE!") begins on a highway, as the survivors inch through and around abandoned cars in the direction of the Ferris wheel and candy stripes on the horizon.

Following a few close shaves and a descent down a slippery hillside (which the AI director saw fit to spice up with a tank - thanks for that), the survivors work through a two-storey motel complex, with roomed-up infected bashing chunks out of every door they pass to try and get at them, and then make their way into the carnival itself, full of infected-packed tents and stalls.
'Left 4 Dead 2's Dark Carnival unveiled' Screenshot 1

Dark Carnival joins The Parish and Swamp Fever on the L4D2 campaign list. I snuck a look at the others on the campaign menu when no one was looking, but am too polite to report on them. But: hot.

There's a new uncommon common infected to fight - you may remember the hazmat-wearing CEDA infected and riot police with Kevlar from previous reveals - dressed as a clown, who calls other infected over to him. At this stage there's also an Achievement for honking his nose, although these are subject to change.

Valve said that some of the parlor games at the carnival will actually work in the final version, and drew our attention to quirky touches like the peanut man cutouts (he has a nutty nemesis - moustachio) before we hit the climactic point of the two-stage Dark Carnival demo: the merry-go-round crescendo moment.

Waving our katanas, axes and the new electric guitar melee weapons around happily, we set this off, and discovered the goal was to run around it to reach the off switch and stem the growing (and indeed infinite) tide of infected that attack you as you try to do so. Again, the director felt the need to help out by depositing a Witch in our path. Whacking her with the guitar was an error.

There's a lot more to talk about - like the way the Jockey works with other special infected including the other new boys, the Spitter and the Charger, and the simple, immeasurable brilliance of adding proper gibs and limb-loss to the game's existing technical base - but we'll save that for the full preview, coming soon.

There was one other touch to note right at the end though - the classic between-level music you get as you swing the saferoom door closed has been spiced up for Left 4 Dead 2, with a different twist on it for each new campaign.


Offline Failed

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Re: Left 4 Dead 2
« Reply #42 on: September 04, 2009, 06:58:22 AM »
You must be this tall ... TO DIE!

>_<

Offline nCogNeato

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Re: Left 4 Dead 2
« Reply #43 on: September 04, 2009, 10:38:50 AM »
You must be this tall ... TO DIE!

>_<

lmao


Offline sambo

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Re: Left 4 Dead 2
« Reply #44 on: September 04, 2009, 11:21:45 AM »
I'm so looking forward to this game, Yet I just do not feel that I have played the first one enough.

 

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