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5 things I would like to see in Left 4 Dead 2

Warning: Zombie-wall of text

by Jozzy V1

 

We all know by now that Left 4 Dead was a breakout success for software developer Valve, and was one of the premier multiplayer games of 2008. In many people's eyes, it is the perfect zombie videogame experience. From my point of view, however, there are a few things that are missing to complete the package. So without further ado, here the 5 things I would like to see in the sequel to make it the perfect zombie game.

 

1. Create-a-survivor (CAS)

I understand Valve's point of view with the four survivors you can pick to play as in Left 4 Dead. They represent many of your typical characters in a horror movie. But I can only pick between average black guy, wiley old dude, angry tough guy and random hot chick so many times before I get bored. The characters in the game don’t talk much, so it makes it hard for me as a player to get behind any of them. Plus none of them even remotely fit my own persona, which doesn’t help. I mean come on, the witty and sarcastic pudgy guy is a staple… even if he is one of the first to die in horror movies. So picture this for L4D2: Full survivor customization. It wouldn't have to be incredibly deep like that of the Smackdown series but it should have enough depth so that you could potentially make a believable version of yourself and your friends. I would get much more involved into a L4D campaign if I could turn around and actually see a reasonable facsimile of my buddies running alongside me. Every part and texture should also have a zombiefied opposite that you can't access in the creation tools. Whenever you play multiplayer on the zombie side, the game would do a palette swap for your current character into your zombie model. Those models can be faster, more durable versions of regular zombies, and have limited pouncing ability and enhanced strength. That way you can still have an advantage on the zombie side, but not be forced into a "special" zombie skin. Now you can actually see your best friends AND they're trying to kill you.

 

2. Built-in single player/multiplayer mods

L4D is a great multiplayer experience, but there’s no denying that its replay value will only hold out for so long with its current content. To help with this, I would like to see the sequel take a page right out of Counter Strike’s book and have mods built right into the game to spice things up. These would come in the form of checkboxes that would be located in the pre-game lobby. Want slow zombies and only headshot kills?  What about adding rain or snow to a level that will reduce your traction and possibly cause you to trip and have to be helped up by a teammate? Or if a zombie trips, you get to watch him scramble after you on the ground for added excitement? What about an infection mod, that instead of having you die if you get downed and don't get help in time, you turn into your new zombie character model and get to pursue your friends? Just click a few check boxes and completely change your experience.

 

3. More levels of decomposition and more gore

This is a zombie game, is it not? Pale average Joe zombies that run like madmen are nice and all, but we need more decay to ramp up the horror factor. I mean, the hand on the cover of the box is more weathered than any of the zombies in the game. If anything, this should be done just for variety’s sake, but it could be used for some interesting gameplay mechanics as well. How about legless zombies that can hide in small areas and trip you causing you to lie on your back and shoot until you're safe or a friend helps you to your feet. There could be armless zombies that can only bite you but when they do they latch onto you and slow you down? Now if we include the ability to blow off limbs during gameplay that would really increase the tension. Picture this: you and three friends just entered a room with a lone zombie in it and you take it down with a well placed shotgun blast. A few seconds later, the zombie that you thought was dead grabs you by the ankles and pulls you to the ground and starts to climb over you. All of your friends turn around a freak out as they try to kill the zombie that they already though was dead.

 

4. Context-sensitive environmental interaction

 

So you’ve just gotten to the end of your campaign, and are ready to fight off the zombie horde inside of a lake house. There are four of you, but six entrances to the home, and way more than six zombies coming your way. You run over to a large dresser in the upstairs bedroom, and try to push it in front of the window, sealing off one of the entrances. It’s too heavy for you alone, so you call one of your friends who runs over and lends his strength in sliding the dresser over. Instances like these could be implemented with the simple addition of an all purpose “action” button. Things like pushing over dressers, helping up a team mate hanging from a ledge, and pushing a neutral car down a street could all be achieved with one button and some scripted code. These could be used to add an element of strategy into the gameplay, and reinforce the game’s core teamwork structure. Also, I think Valve should throw in lots of traditional “shoot stuff to do stuff” environmental interaction and then not tell the public about it. Imagine being pursued by a zombie mob, and in accidentally shooting an electrical box on a pole while aiming for a hunter, you cause an electric wire zombie BBQ. You would flip out with surprise and excitement, and would start combing every level looking for more random goodies. This could range from exploding gas tanks to collapsing rickety scaffolding, and anything in between. It would add a certain “Hollywood movie” effect to the game as well.

 

5. Zombie apocalypse mode

This would run very similarly to Dead Rising’s survivor mode, only with more strategy, and with co-op. You and up to seven of your friends would get placed in a mall that would be designed to scale. This mall would include stores you could raid for supplies and weapons. The game would progress in a 15 minute equals one hour ratio, and would be purely a test to see how long you can survive. The first four hours of game time would be relatively slow, with only the zombies that were already in the mall to stand in your way. Using our new context sensitive actions, you can use materials gathered around the mall to barricade yourselves inside and start sealing off entrances even going as far as parking trucks up against the doors. You would have to systematically wipe out all of the zombies hiding in every corner of the mall, including any of our legless buddies hiding in the heating vents. Eventually the zombies would realize what’s going on and come after you, and you would have to start defending yourselves. You can continue to fortify the mall, and even potentially seal off every chance of the zombies sneaking in. All the materials would have an eventual breaking point, and you would have to keep repairing them, but they would be set to actually last a very long time, so you’re not constantly running all around the mall. There would be a limited (though plentiful) amount of ammo, and if Valve really wanted to get tricky, food. Yes, I am talking about having to eat to stay alive, and also sleep to stay rested.  You could choose to sleep as long as you wanted using the real time/game time ratio, but lack of sleep would make you sluggish and inaccurate. While you “slept”, there would be a bunch of zombie mini-games to keep you amused, ranging from just mindlessly blowing stuff away to “whack-a-zombie” carnival type games. You would have to communicate with each other who was going to sleep when, where and for how long, since having a man down could spell doom if the zombie broke through somewhere inside the mall. This mode would save every real time hour, and would be tracked on leaderboards on Xbox live.

I think with these five additions to L4D’s already stellar gameplay would take the game into a whole new level and give us the complete zombie survival experience. Most of these additions wouldn’t be too hard to implement because it would be using the existing code that the game is written on as it’s foundation. What do you guys and girls at Gamervision think?

 

Comments
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  • Voyou San
    Voyou San

    those are some excellent ideas, i especially like the 5th idea and think that would just be amazing.

  • Raccoonacorn
    Raccoonacorn

    Number 2 will definitely be coming true with the release of the SDK, Jozzy. User made campaigns will be available first, but I'm sure gameplay mods will come along shortly, as well.

    Number 5 is awesome, and it is funny because I had thought of a game very similar to that while preparing for one of the final rushes in L4D :)

  • Sean
    Sean

    These are all terrific ideas. I would love to see #1 implemented. Seeing zombie versions of my friends would be terrifying, but blasting their heads apart would be satisfying.

  • Karoshi
    Karoshi

    There are explicit aesthetic reasons why #1 was avoided.
    If you've played with the commentary in L4D and Team Fortress the designers go on, at length, why their more recent characters are the way they are in terms of game play and interactive discourse.

  • Riphade
    Riphade

    I agree with you 100%.

    MORE LEVELS!

  • BananaSaur
    BananaSaur

    @ Karaoshi, what are those reasons? I personally think it would be fantastic to make the gaming experience more personalized, but I am interested in why the dev's decided not to. I don't have the game, (I only rented it for a few days) so I am interested in getting more info.

  • PimpToast
    PimpToast

    Very nice ideas....I'm just waiting for the DLC to hit this spring.

  • Riphade
    Riphade

    Oh, dude, Jay. I didn't even realize til now that this was your thread, lol.

  • Karoshi
    Karoshi

    @BananaSur
    Having customizable characters destroys the narrative of the game.
    I could care less about what's happening to neckbeard, neckbeard, anime fan, and screaming nasally 14 year old in a zombie apocalypse.

  • Jozzy V1
    Jozzy V1

    ...................Left 4 Dead didn't have narrative, it was actually all about multiplayer with friends.

    I'm just looking for content in a game that really had very little.............even though it kicked ass

  • Ubrasaur
    Ubrasaur

    I like the 5th idea. I love Dawn of the Dead. I think it is different enough from Left 4 Dead though that it would probably have to be a different game, not just a mode. Also I don't really like the sleeping idea :p. I think sleeping is fine as long as you don't have to hang out while you are doing it (like in Oblivion), but in a multiplayer game I think it would just be wierd.

  • Karoshi
    Karoshi

    @ JozzyV1.
    I get to say, without fear of contradiction, that you're wrong.

    Left 4 Dead DOES have a narrative.

    http://kotaku.com/5118863/chet-faliszek-talks-left-4-deads-future-old-man-murrays-past-and-how-to-write-subtly

    It's subtextual narrative that's brought about through your interactive discourse.
    Valve's writers have become rather adept in piece-mealing out bits of story through their use of set pieces and context instead of beating us over the face with 30 minute cut-scenes.

    If you're not looking for it though, that's fine, you're still enjoying a good game.

  • Jozzy V1
    Jozzy V1

    he says in the video that "you're in the role of the survivors, and your confused as to what's going on just like they would be." He goes on to say that there is a story that they use internally at Valve and that they leak little bits out during the game but you never get the full plot.

    I'm fine with not having the whole story laid right out, and most of us know how a zombie apocalypse would come about. But being able to edit the characters doesn't do anything to the narrative. The four people in the game that you play as are obviously across the board as far as lifestyle, but you have no idea why they are together. that's almost negative narrative.

  • BananaSaur
    BananaSaur

    Wow I didn't know this article was at the helm of the pretentious convention...

  • Karoshi
    Karoshi

    @ Jozzy V1 I am aware of that particular quote, but you're ignoring the rest of the interview. Also, if you can pull yourself away from TEH ZOMBIE SHOOTAN check out the commentary mode. There's a particular node where they discuss their choice in character design and what it means to the game in a narrative sense. Faliszek's comments on "story" in the Kotaku video supplement it in a sense.

    @BananaSaur: Wow sorry some of us look at games in different ways than nerdgasms and OMFG THIS SHIT IS SOO COOL.
    There's nothing ostentatious in looking at the medium with a critical eye.

  • Dominic
    Dominic

    I agree with all these ideas except Create-a-survivor. I feel like the characters in the game are too important to the game to change. You play as these characters because they are the game. You wouldn't expect a character creator in TF2 right?

  • BananaSaur
    BananaSaur

    @ Karaoshi... never said there was anything wrong with being critical, nor did i ever peg myself to be the type of person you described, if that is what you are insinuating sir, i suggest you think otherwise, ... however, i also see no point in harping on someone so severely for having an opinion in a community blog. This comments page appears to have become more of a pissing match on who's opinion is the right one... rather than one person's thoughts on how to improve a game. That is what i happen to find pretentious, as in the proper definition of usually making unjustified OR excessive claims. Why is there an excessive need to prove you are right when a person chooses to hold a certain opinion? You are more than welcome to disagree with the author, and encouraged to add your relevant thoughts to the article... as in what you would like to see in L4D2 why not comment on things like that, then feel the need to "...say, without fear or contradiction, that you are wrong."

    Encourage the fact that we are all a community of gamers with unique and different opinions, instead of ostentatiously trying to establish one way of thinking.

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