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.
Alright, I guess I can see the point.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)
What do you mean 'handled'? What did they do wrong?Magical Hans said:Nah, you didnt get frying pans in RE5 : ]
(Was never a fan of L4D, didnt like how they handled zombies)
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.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).
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.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 generic stereotypes such as; biker, office worker, 'Nam vet and college girl are 'inspired'!? They were chosen to add to the B-Movie feel.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.
Fair play.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.
Actually you're dead on. Valve have said the first one didn't turn out quite the way they planned.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).
I agree with this.beddo said: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.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).
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.
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.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 generic stereotypes such as; biker, office worker, 'Nam vet and college girl are 'inspired'!? They were chosen to add to the B-Movie feel.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.
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.
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.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').
Fair play.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.
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.
I just grew up on zombies that pretty much shuffled along, brainless yet persistant.beddo said:What do you mean 'handled'? What did they do wrong?