L4D2 Teaser

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Reep

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Jul 23, 2008
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One of the major things i noticed was how the zombies were shot to pieces in the teaser.
The headshots in that teaser just looked so gratifying compared to the headplosion now.
 

Iron Mal

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The fact that they've already made a sequel to L4D has shown that their goal for the first game (make a game that is infinately replayable) failed miserably so excuse me if I'm not so optimistic for the second one (I hear that it's 'three' that's the magic number, or failing that, we may be waiting on L4D2: Episode one).

After watching the trailer I was a bit disappointed that they had changed so much (and I could tell this just from the trailer, just wait until the demo comes out), firstly, the setting.

In the first game you were stuck in the middle of dark, ominous places that clearly looked like scenes from horror movies (which was the point) and this worked well because it fit the theme and feel of the game an constantly made you think 'I've seen this movie...something bad is going to happen...oh my God! what is behind me!?' while the new locals (which look like a mixture of Dawn of the Dead and a Holiday advert) just took this feeling away instantly (for me anyway).

Also, I found the choice of protaganists to be somewhat lackluster this time around, in the first game you could pick between a grizzled old vietnam vet, a tough biker dude, an athletic college student or a relatable office worker. As far as I could tell, in this new game you have a choice between three somewhat generic black people and a hispanic/caucasian man who is dressed like a drug runner or con artist. As you can see this is no where near as inspired, varied or creative as the first game.

Finally, melee weapons. It sounds cool at first (I like the idea of sinking a chainsaw or a fireaxe into the leigons of the mobile deceased as much as anyone) but I can see it either being overpowered (to make it an equally effective alternative to using firearms) or vastly unerpowered (to avoid the issues the first game had with 'melee spamming').

That's just my first impression though, I'll wait until a demo, or better yet the full thing, comes out before I make a final opinion one way or the other.
 

AT God

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Seems a little redundant.

They will need do some things different if they don't want the same response L4D got which was: Great, where are the other levels? From what that teaser showed it seemed more of the same, standing clustered together killing waves of zombies. The only change was apparently you are all from the ghetto and you can melee with random objects which doesn't seem very appealing, the original L4D trailers were great because it showed all the different things, the witch, the smoker, hunter, the grenades, the tanks, all the different features. Basically this only showed you can melee with items, not a very effective trailer.

I think they owe L4D some upgrades instead and maybe making HL2EP3 instead of this whole zombie business, if they can pump out a new game in 13 months after the original, which took years, maybe they should spend more time upgrading their games instead of replacing them, like they have successfully done with Team Fortress 2.

Only inherent thing I liked was the bat sound effect from TF2 being a long time Scout/Bat user.
 

Rhayn

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Jul 8, 2008
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Assassinator said:
It's more than that, the whole AI director is getting an overhaul, and the game will be a lot more dynamic than before. Hopefully we'll also be able to damage the zombies in a more interesting way, as we could see in that little teaser. I think L4D 2 will flesh out the game concept a lot more than the original L4D, wich would definatly make it worthy of being a sequel.
Hoxton said:
I. New guns.
II. New chars.
III. New maps
IV(!). AI director 2.0 that's TWO POINT OH! (lot smarter less linear)

L4D was an experiment. the new game is suppose to quadruple the experience ;)




EDIT:
(V. Ragdoll damage zomibe system)
Alright, I guess I can see the point.

I wonder if the original maps and survivors will be there for owners of the first game, though.
 

beddo

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Magical Hans said:
Nah, you didnt get frying pans in RE5 : ]

(Was never a fan of L4D, didnt like how they handled zombies)
What do you mean 'handled'? What did they do wrong?
 

beddo

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Iron Mal said:
The fact that they've already made a sequel to L4D has shown that their goal for the first game (make a game that is infinately replayable)failed miserably so excuse me if I'm not so optimistic for the second one (I hear that it's 'three' that's the magic number, or failing that, we may be waiting on L4D2: Episode one).
That's obviously a hyperbole, I've played through those same levels many more times than I would on a normal game but about the same for a multiplayer game.

I don't see how they failed, they made a fun and entertaining game that had many players having to re-learn how to play an FPS because of the teamwork involved. they also made a lot of money from it, job done.

After watching the trailer I was a bit disappointed that they had changed so much (and I could tell this just from the trailer, just wait until the demo comes out), firstly, the setting.

In the first game you were stuck in the middle of dark, ominous places that clearly looked like scenes from horror movies (which was the point) and this worked well because it fit the theme and feel of the game an constantly made you think 'I've seen this movie...something bad is going to happen...oh my God! what is behind me!?' while the new locals (which look like a mixture of Dawn of the Dead and a Holiday advert) just took this feeling away instantly (for me anyway).
So you're criticising them for changing to a fresh and innovative setting? They've moved it to somewhere that looks like Louisiana and set it in the day time. Yes it loses the B-Movie feel but I trust that Valve have considered that and made what they think to be the best design choice.

Also, I found the choice of protaganists to be somewhat lackluster this time around, in the first game you could pick between a grizzled old vietnam vet, a tough biker dude, an athletic college student or a relatable office worker. As far as I could tell, in this new game you have a choice between three somewhat generic black people and a hispanic/caucasian man who is dressed like a drug runner or con artist. As you can see this is no where near as inspired, varied or creative as the first game.
So generic stereotypes such as; biker, office worker, 'Nam vet and college girl are 'inspired'!? They were chosen to add to the B-Movie feel.

We have no idea who the characters are in L4d2, you just assume that because three of them are ethnic minorities of the US that the will automatically be stereotyped. All we know is that one character has a religious grandmother.

[/quote]
Finally, melee weapons. It sounds cool at first (I like the idea of sinking a chainsaw or a fireaxe into the leigons of the mobile deceased as much as anyone) but I can see it either being overpowered (to make it an equally effective alternative to using firearms) or vastly unerpowered (to avoid the issues the first game had with 'melee spamming').[/quote]

That's why they spend months ensuring these things are balanced. I mean the shove was overpowered in a conventional sense but it added to the gameplay experience.

That's just my first impression though, I'll wait until a demo, or better yet the full thing, comes out before I make a final opinion one way or the other.
Fair play.
 

Kiutu

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Sep 27, 2008
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They should have used TF2 characters for survivors. Pyro, Scout, Demoman, and Heavy. Am I serious? Not really, but would make a funny parody.
 

Vanguard_Ex

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Iron Mal said:
The fact that they've already made a sequel to L4D has shown that their goal for the first game (make a game that is infinately replayable) failed miserably so excuse me if I'm not so optimistic for the second one (I hear that it's 'three' that's the magic number, or failing that, we may be waiting on L4D2: Episode one).
Actually you're dead on. Valve have said the first one didn't turn out quite the way they planned.

Also anyone, like me, who thought that was a tank with one tiny arm in the trailer, it isn't; it's a Charger, one of the 3 new Special Infected.
 

Sarukin

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Mar 16, 2009
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Oh Gods, they have gone and ruin L4D, Damn you Valve.

If your wondering why I predict this is going to suck eggs is because L4D was Frantic survival of 4 believable characters, not 4 tommy testosterone tittys (as what Yahtzee would say).
I mean, come on, "we're gonna fight 'em", If the bloody US army failed to kill the Zombies I doubt 4 extremely thick people with a baseball bat, an axe, a chainsaw and a bloody frying pan will do it.
Plus is it still going to be the frantic survival horror teamwork game we all liked? Listen Valve, L4D was awesome because it was realistic, you tried to NOT kill all the zombies, you tried to escape their undead fingertips only getting with the bullet fire if the next horde was after you.

I'm still going to check this game out but it won't be the same L4D I fell in love with.
 

0thello

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Apr 2, 2009
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beddo said:
Iron Mal said:
The fact that they've already made a sequel to L4D has shown that their goal for the first game (make a game that is infinately replayable)failed miserably so excuse me if I'm not so optimistic for the second one (I hear that it's 'three' that's the magic number, or failing that, we may be waiting on L4D2: Episode one).
That's obviously a hyperbole, I've played through those same levels many more times than I would on a normal game but about the same for a multiplayer game.

I don't see how they failed, they made a fun and entertaining game that had many players having to re-learn how to play an FPS because of the teamwork involved. they also made a lot of money from it, job done.

After watching the trailer I was a bit disappointed that they had changed so much (and I could tell this just from the trailer, just wait until the demo comes out), firstly, the setting.

In the first game you were stuck in the middle of dark, ominous places that clearly looked like scenes from horror movies (which was the point) and this worked well because it fit the theme and feel of the game an constantly made you think 'I've seen this movie...something bad is going to happen...oh my God! what is behind me!?' while the new locals (which look like a mixture of Dawn of the Dead and a Holiday advert) just took this feeling away instantly (for me anyway).
So you're criticising them for changing to a fresh and innovative setting? They've moved it to somewhere that looks like Louisiana and set it in the day time. Yes it loses the B-Movie feel but I trust that Valve have considered that and made what they think to be the best design choice.

Also, I found the choice of protaganists to be somewhat lackluster this time around, in the first game you could pick between a grizzled old vietnam vet, a tough biker dude, an athletic college student or a relatable office worker. As far as I could tell, in this new game you have a choice between three somewhat generic black people and a hispanic/caucasian man who is dressed like a drug runner or con artist. As you can see this is no where near as inspired, varied or creative as the first game.
So generic stereotypes such as; biker, office worker, 'Nam vet and college girl are 'inspired'!? They were chosen to add to the B-Movie feel.

We have no idea who the characters are in L4d2, you just assume that because three of them are ethnic minorities of the US that the will automatically be stereotyped. All we know is that one character has a religious grandmother.

Finally, melee weapons. It sounds cool at first (I like the idea of sinking a chainsaw or a fireaxe into the leigons of the mobile deceased as much as anyone) but I can see it either being overpowered (to make it an equally effective alternative to using firearms) or vastly unerpowered (to avoid the issues the first game had with 'melee spamming').
That's why they spend months ensuring these things are balanced. I mean the shove was overpowered in a conventional sense but it added to the gameplay experience.

That's just my first impression though, I'll wait until a demo, or better yet the full thing, comes out before I make a final opinion one way or the other.
Fair play.
I agree with this.
 

DM.

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Mar 27, 2009
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The new suriviors from left to right are; Nick, a gambler and conman; Coach, a high-school football coach; Rochelle, a reporter for a local cable company; and Ellis, a boy mechanic;



Seems like its going for less of a B-movie more blockbuster movie.
 

Magical Hans

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Dec 10, 2008
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puppybeard said:
How do you mean? In the best way of any game ever? Fanboyism aside, I do think they were extremely well judged for the game it is, it feels perfect.

What's your zombie poison?
Night of the Living Dead shamblimg zombies?
"You gotta shoot em in the head" zombies?
DragunovHUN said:
Why, how are zombies supposed to be handled? I loved the 28 Weeks approach they took with it. Fast zombies ftw.
beddo said:
What do you mean 'handled'? What did they do wrong?
I just grew up on zombies that pretty much shuffled along, brainless yet persistant.
"Night of the living Dead" zombies were the kind of zombies that used to scare the crap out of me. Mostly because only headshots killed them and because they were a relentless horde that would slowly almost definatley overwhelm you....
Although now that i think about it, L4D wouldnt work the same with shufflers. It would make getting to the EZ way to easy. Itv would only make sense in a "hold 'em off" game.