This isn't true. If you hang around, more zombies will attack.Metalgamer81 said:In any case, this is what I felt like really missed the mark in L4D:
1) I don't feel rushed. I feel like if my group and I take down most of the zombies in an area we can chill for a few minutes, heal, plan, clear corners and nooks and crannies, etc. without having to worry too much about any more zombies turning up. The whole point of zombie movies is that there is no such thing as "safe." You should never feel as though you are safe. The Resident Evil Series was awesome in this respect, at least on the first time through. You never knew quite what to expect. A zombie video game should have the players running from one end of the stage to another with zombies constantly on their heels.
If they ate you then there would be no way for you to realistically revive. Eating people is great, however, I'm sure you can understand their reasoning for "less permanent" damage.Metalgamer81 said:2) These are zombies. They should be EATING me. Not kicking me while I'm down like a bunch of angry gang bangers. In the movies, zombies eat people. That's their joi de vivre, their raison d'etre. So, why do these zombies live to kick me? it makes no goddamned sense.
Can you imagine a game where you are attacked by 100 enemies at once and can only take them out with a well aimed headshot? That would be frustratingly difficult if not impossible. Think about it.Metalgamer81 said:3) Again, zombies. A single bullet to the head and ONLY a single bullet to the head should take them down. Nothing more, nothing less. So why can several shots to any part of the body take these guys out? Apart from, that is, the developer's backpedaling story revisions that cite some mutated form of rabies as the culprit.
In the end, your final point is the best. Can we make a game that can use traditional zombie mechanics from film? I doubt it. Video game zombies don't have to fall into that mechanic though. The "rules" of zombies came about for a variety of reasons. Mainly, because those rules dictated the most enjoyable (and do-able) scenes in early horror cinema. It is in that same practical tradition that video games are defining their own rule sets. Developers need to take certain liberties to make the game playable and enjoyable. Take each game for its self-value and enjoyment factor without comparing each component to a broader set of "laws" governed by the subject's depiction in a separate media form.