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    Left 4 Dead

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    Number of posts : 501
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    Personalized field : Favourite games
    Personalized field : BioShock
    Personalized field : Ace Combat 6: Fires of Liberation
    Registration date : 2008-02-16

    Left 4 Dead Empty Left 4 Dead

    Post by Admin Tue Mar 11, 2008 1:54 am

    February 29, 2008 - We've written quite a few previews on Valve's Left 4 Dead,
    explaining the core gameplay concepts and generally how everything
    works, so we'll try to trim out most of the basics for this one. Just
    in case you've been hibernating in the Arctic wastes for the past year
    or so, here's a quick refresher. Left 4 Dead is a cooperative
    first-person shooter that pits four players against hordes of zombies,
    called infected. Each stage is set up so the survivors must move from
    point A to point B while fending off waves of zombie attacks. As a
    twist, you can choose to play on the infected side, spawning as one of
    four types of boss zombies with special powers.

    Since most of our coverage has focused on the four survivors and their
    various firearms, we'll talk about the infected, who've undergone some
    changes since we last saw them. As you might expect, your main goal
    while playing on the infected side is to kill the humans. To do so,
    you'll get quite a few special abilities depending on which type of
    boss you're playing as.

    In the build we played, we couldn't select the specific kind of boss
    zombie we wanted. Instead, the game's "director," an AI that determines
    the flow of action on a map, makes that decision. Unlike playing as the
    human survivors, you're on a regular respawn cycle with the bosses. The
    timing is still being tweaked, but right now it's at about a minute or
    so, which felt a little long. The time waiting could have been filled
    with text or voice chat with zombie teammates to develop attack
    strategies, but we lacked a headset.

    Left 4 Dead Left-4-dead-20080229050100659-000
    Left 4 Dead has some thrilling moments.


    While
    we had a great time testing out all the boss' special abilities, to
    really be successful in stopping the survivors it would seem strategic
    planning and teamwork is required. This is mostly because three of the
    playable boss zombies, which happen to be the types cycled through most
    frequently, die extremely quickly, whereas the band of survivors can
    take quite a bit of punishment.

    The three main types of boss zombie are the hunter, smoker, and boomer.
    Previously hunters used to be able to turn invisible, but that ability
    has been removed. This way, players using this type of zombie will be
    forced to think much more about what kinds of spots could work as
    cover. Since the game's maps are generally linear, there'll be a
    predictable route the survivors must follow, letting you get ahead of
    them to set up an ambush.

    Hunters' main ability is a pounce, something that charges while
    crouched. Valve is still working on the UI, but right now the charge
    meter is represented at the center of the screen as a small icon that
    slowly fills up. When full, the pounce can be triggered. You'll need to
    be careful, though, as a full icon also causes the hunter to emit a low
    growl audible to survivors, potentially giving away your position, and
    almost certainly making them more wary. The pounce itself has a
    surprisingly large effective range. You have to think about the pounce
    like you were throwing a baseball, since the hunter will actually arc
    through the air instead of flying directly at someone's face. If a
    survivor is standing pretty far away, you'll need to aim your reticule
    higher above their head to account for the distance traveled.

    Left 4 Dead Left-4-dead-20080229050103034-000
    Not an ideal situation.


    After
    a successful pounce and pin, you can then rip away at the trapped
    survivor with your claws, at least until one of their teammates hops in
    and melees you off, instantly killing you. For this reason it's
    important to communicate with infected teammates to ensure they can
    distract the other survivors while you make your pounce, giving you
    more time to slash.

    The smoker plays like the hunter in that he must lay low and wait for
    the survivors to pass by, but differs in his method of attack. Instead
    of throwing himself from the shadows directly at the enemy and almost
    certain death, smokers shoot forth a slimy tongue that wraps around
    survivors' heads like a noose and yanks them back. Such a tactic is
    useful for snagging survivors while perched on a rooftop to effectively
    hang them, or snatching them from the protection of their group to the
    area where you and ideally a few other boss infected are waiting.

    Then there's the boomer, the obese monstrosity you may have seen in
    screenshots. In the build we played he still had his belch ability,
    which vomits noxious ooze a short distance forward when triggered,
    coating any hapless survivors that happen to be in the way. If coated,
    the survivor is then treated to a near-instantaneous assault by a wave
    of infected, which can really make things difficult for them if they're
    already engaged with a group of enemies.

    Boomers explode when shot, which, when we played the infected side last
    year, only did splash damage. Now, if a survivor is close enough, he'll
    get coated with ooze after the monster detonates. Suicidal players can
    use this to their advantage. As Valve showed us, boomers can hop from
    high perches and rooftops and blow apart upon impact with the ground.
    They're pretty much a filthy water balloon in that sense, where if
    tossed upon the heads of survivors passing underneath will bring
    throngs of zombies running.

    The fourth type of playable infected is the
    tank, by far the most powerful infected. This guy is pretty much the
    same as before, able to drop survivors into a near-death state with a
    swat of his massive arms and tear up parts of the ground and hurl them
    through the air. Whenever the director AI chooses, selected infected
    players will receive a countdown timer pop-up on their screen. Once it
    reaches zero you will assume control of the tank.

    To give you an idea of how powerful these guys are, we were able to
    take down all four survivors within the span of a minute or two. Of
    course Valve may have been letting us win, but nevertheless it proved
    how dangerous these monsters can be against an unprepared or
    uncoordinated team of survivors. It seemed the best strategy to get rid
    of the tank is to spread out as much as possible, set the tank on fire
    with a Molotov, and never stop shooting.

    There is a fifth and even deadlier type of boss, called the witch, but
    she's not playable. Appearing onscreen as a disheveled young woman, the
    witch will weep and rock back and forth on her knees with head held in
    hand while left alone. As long as survivors keep from drenching her in
    flashlight flare or making loud noises, she'll stay put. If disturbed,
    she can kill in only a few hits. Otherwise she acts more like an eerie
    atmospheric device, as her sobs and moans are clearly audible when
    nearby. Like the rest of the zombie assaults and boss infected
    placements on maps, the witch, who appears only on the hard difficulty
    setting, is placed wherever the director AI sees fit.

    Left 4 Dead Left-4-dead-20080229050105034-000
    Is she drunk?


    When
    actually spawning as one of the three primary boss infected types, you
    get to pick the exact location to warp in. Initially you're a kind of
    zombie ghost, and can run around a stage looking for the ideal spot for
    materialization. It has to be a certain distance away from the band of
    survivors, though. You can't just spawn in on their heads and start
    clawing faces.

    We got a chance to check out a new map this time around, which takes
    the survivors through a series of abandoned warehouses, fields, rural
    mountain paths, and ends in a farmhouse standoff. Each section of the
    campaign took place during a different time of day, from sunset to deep
    night, and the environments made for some unnerving zombie battles.
    While playing as the survivors, it was quite a thrill to creep along
    abandoned train tracks until zombies bounded from behind a shadowed
    tree line or tumbled down a rocky mountainside.

    During the farmhouse defense section at the end, we found ourselves and
    team crowded into a dimly lit second story. The team attempted to
    barricade itself in the upstairs hallway, closing all the doors leading
    to bedrooms. The monsters started to stream in from downstairs, and we
    picked them off as they vaulted upwards with shotgun blasts, rifle
    bursts and melee swipes.

    After a while we noticed one of the bedroom doors was starting to
    splinter. A hunter was smashing it through with his claws, and by the
    time we'd focused on stopping him, the door was already broken. Leaving
    our team behind, we walked forward into the bedroom to make sure it was
    clear. Our mistake. As we approached a window to look outside, a smoker
    perched on an abandoned car in the driveway darted out his tongue and
    ripped us right out of the second floor, flinging us to the ground
    below. A tank, which was on fire at the time, then rumbled out from a
    Molotov blaze on the house's veranda and smashed us across the face,
    killing us.

    Left 4 Dead Left-4-dead-20080229050058315-000
    Impressive visuals.


    Anyway,
    the game's an absolute blast to play on the survivor side. The gunplay
    feels solid, the gameplay quick, varied and fluid, and the sound crisp.
    There's also a definite sense of mood, greatly augmented by the
    strikingly expressive facial animations of the survivors. Their faces
    when injured look genuinely concerned for their lives, so much so we
    couldn't help but feel sorry for them. This was probably the most
    memorable aspect of the play session. We went in expecting generally
    mindless zombie blasting, and emerged from the experience with a
    lingering emotional attachment to the game's characters.

    Playing infected is a dramatically different experience, and has a
    definite learning curve. It's a lot less frantic, since you spend quite
    a bit of time as hunters, smokers, and boomers climbing up walls and
    trying to set up the perfect ambush. Is it better or worse than the
    survivors? We'll have to play more to let you know.

    Finally, a quick note for online matches. Valve is setting it up so if
    a player drops out in the middle of a campaign, they'll immediately be
    taken over by an AI. Should another player join up afterwards, that
    they'll take the AI's place, ensuring a game will continue on even if a
    majority of the players leave the game.

    Left 4 Dead is currently scheduled to ship around the third quarter of this year for PC and Xbox 360.

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