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Left 4 Dead Review

Left 4 Dead

Left 4 Dead (PC)

For whatever reason, Valve deemed last weekend to be worthy of celebration, and in addition to offering a welcome discount, offered a free trial for their action-packed zombie fest Left 4 Dead. Never one to pass up on such offers, and having a few friends who’d already bought the game, I spent a fair few hours last weekend testing the game out, enough so to have convinced me to actually buy the thing!

Whilst Left 4 Dead sits firmly in the survival horror genre, it is without a doubt a shooter through and through. Whilst the genre may have its early origins with games like Alone in the Dark, Left 4 Dead is to that what 28 Days Later is to Night of the Living Dead. It’s a high-energy bloodbath, which is well and truly the game’s essence. Forget setting, plot or character development, the game boils down to an assault course for four, through levels strewn with zombies to some method of escape, with occasional safe points along the way.

That might not sound particularly novel, but the game’s central tenet is its co-operative side. Whilst there are plenty of games past that have featured zombies in one way or another, none have quite provided the experiences associated with the stereotypical zombie genre. Left 4 Dead clearly owes a lot to the zombie movie, from the opening intro to the closing credit sequences, and the gaming world has been truly aching for such a game. Mods such as Zombie Panic! or Zombie Master filled a gap, but Left 4 Dead has made full use of the Source engine to create a movie experience built for four.

Reliving an Old Gaming Experience

Classics of their medium, but which will have a harder time in the future?

Classics of their medium, but which will have a harder time in the future?

In comparison to a medium like cinema, computer games suffer from a particularly poor level of longevity. The vast majority of films can still happily be viewed today, often in an updated format, though keeping to the original production. That isn’t to suggest that films do not become dated, nor that more than just distribution formats are updated in later productions. Only recently I had the privilege of watching a once lost silent Polish film, A Strong Man (Mocny Człowiek), rediscovered in 1997. As there were no hints as to what musical accompaniment was meant to be played with the film, the DVD was released with a modern ambient style, that took a short while to get used to, but actually fit the film’s plot and style rather beautifully. On the whole, however, a film produced fifty years ago can be viewed with much the same clarity today as on the day it was released.

Worms under DOSBox

I recently had one of those urges to dig up an old classic and relive some memories when we had a guest over to stay. Worms was one of those games we’d both played when it was new and became instantly hooked. Amazing to think that it was released over a decade ago. At the time of its release, most games needed a bit of memory tinkering to work properly, and although I don’t remember now whether Worms was one of them, getting the game to run under a modern operating system was similarly tricky. To that end I thought I’d write a little guide showing how we managed it.

Return to Team Fortress

Team Fortress 2After playing Valve’s last flagship multiplayer game, Team Fortress 2, on and off over the past year, I’ve had some of my initial thoughts change since my post earlier this year. A raft of modifications, patches and packs have tweaked the game’s dynamics and bolstered its features such that the game now exudes a certain amount more polish than previously. My earlier speculation that Valve would not have the time (or eventually the inclination) to produce ‘service packs’ for that other classes in the game, after the length of time the original Medic pack took to be released, seems to have been disproved, with two further releases in the intervening period. These packs not only added achievements and unlockable weapons to two further classes, the Pyro and the Heavy, but also added extra game modes and maps.

I had originally written this post, long lingering in the limbo of the drafts bin, pointing out a number of weaknesses with the game as it stood. The most recent patch has done much to address those problems, and is a welcome and rather unexpected update, given Valve had denied there would be any releases for Team Fortress 2 until 2009 on account of the amount of work going into their latest release, Left 4 Dead. I’ve gone through and added some comments or changes where necessary, to reflect the recent update, though on the whole this post retains its original state.

Assaulting the Team Fortress

Team Fortress 2

Valve’s Team Fortress 2 is already over six months old, so now might seem like an odd time to write a post on the games merits, but with the recent release of the Medic Achievement pack, and the rather surprising (though not unwelcome) news that Valve intends to integrate some of its popular features and improvements into the ageing Day of Defeat: Source, I decided I’d jot down a few of my impressions.

The release of Team Fortress 2 came as something of a surprise, after so little news about its development, with virtually nothing concrete after the initial revelations in 1999. The finished version bears absolutely no relation to those initial screenshots, instead maintaining much stronger links to the original modification Team Fortress Classic, with a strong glossy coat of The Incredibles style graphics and an uncut, Columbian-strength injection of humour.

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