Preview: Left 4 Dead
by Sam Naylor on November 9, 2008 at 7:31 am
Although I was only able to play the XBox 360 version of Left 4 Dead at the Eurogamer Expo, I have been playing the pre-release demo for the PC in the comfort of my own home, to my delight. The perspective I’ll be giving on the game is from a PC standpoint; to me, playing a Valve game on a console is like eating Ben and Jerry’s with a rusty nail- it still tastes nice, but the sheer pain (of using a controller) ruins the experience. Before you begin to shout at me, make sure you read the preview after the jump. Here’s a spoiler: it’s unbelievably good.
I’ll begin with the 360 version which I played at the Expo. If I put aside the obvious control faults, I can find nothing wrong with this game. I began with a standard shotgun, walked out into a hallway, and was immediately met by three screaming zombies running at incredible speed towards me. My shotgun tore through them, creating one of the best sensations a videogame weapon can create: satisfaction. It feels exactly like a shotgun should feel, and the zombies tear apart with the exact amout of force that a shotgun should provide. It was fantastic. I continued up on to the roof of the building I was in, and found that the four of us were going to have to radio for a helicopter to pick us up- but doing so would set off an alarm, causing a huge horde of zombies. When it happened, there were at least 100 of the buggers, who all seemed to think it was only my brains that were on the menu. Needless to say we didn’t make it, but my, was it an experience. Even on the 360, from the short amount I played, I can tell that this game is phenomenal.
Left 4 Dead on the PC is, going by the demo, probably going to be my favourite game of all time. It might seem a little presumptuous to base this on a demo, but if you’ve played it you’ll understand. The demo features 2 sections of one level, and I have played it through at least thirty or forty times, and never had the same experience twice. The game’s AI director places zombies based on how well you’re doing- if you’re doing well, without losing much health or ammo, the director will spawn a huge horde for you to fight off, or more boss infected.

Boss infected are special types of zombie that have abilities other than the simple melee attack. The Boomer can vomit on you, attracting all nearby zombies to attack you, or blow himself up in an attempt to kill you. The Hunter can jump around at incredible speed and pounce on you, knocking you down and causing a lot of damage. The Smoker uses his huge tongue to entangle you and drag you towards him or even into a pack of zombies. When killed (or on command) he releases a huge puff of smoke, which is impossible to see through. There is also the Tank, a huge hulk of a zombie that takes concentrated fire from all four of you for at least a minute to take down- if you see a Tank, the next thing you know, you’re going to be dead or dying. Finally, there’s the Witch. She does nothing if you leave her alone, but if you startle her by being to loud or shining your light in her face, she’ll drop you to the floor in one hit and proceed to kill you very, very quickly, unless your comrades can save you. You’re not going to want to startle the Witch.
Because of the AI director, you never know when or where it is going to spawn- I’ve experienced points of the game where there are no zombies one round, and the next there are hundreds standing there. It makes for an everlasting game, as other than knowing the direction you’re heading, you’re completely in the dark (metaphorically and literally) as to what will happen next. As with the 360 version, the guns are a pleasure to use, and zombies die perfectly. Later in the level when the more powerful weapons are revealed, they become even more fun, if that were possible. The auto-shotgun in particular is fantastic for crowd-clearing, shooting bursts of shotgun shells as fast as you want. I’ve never played a game where the shotgun is more satisfying.

The survival instinct is another testament to the game’s greatness; on harder difficulty levels, you’ll rarely have above half your health, and ammo runs short after so many zombie attacks. By the time you reach the safe room, your character is hobbling and spluttering, making for an incredibly cinematic finish- closing the final door just as the zombies start to swarm around it is a better adrenaline rush than any horror film, I can tell you. Oh, and if I haven’t mentioned it before, there are a lot of zombies. With the right circumstances, and a bit of developer console wizardry, it’s possible to spawn around 1,000 zombies on screen without a hint of lag, as seen above.
To finish, I can only say one thing. This game is looking like it could be the best game I’ve ever played. There is almost nothing I can find to fault it- and I’m usually more critical than most. I can’t stress this enough: if you’re not looking forward to this game already, you should be. Look forward to our review in the coming weeks.
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