Monday, May 10, 2010

Variations on a Zombie Apocalypse

So I've started getting into the L4D mod scene. The one thing I've never liked about Left 4 Dead is that the game, its sequel, and all of its expansions have come out during a time when I've been too busy with work or school to play them. Obviously, I get to them eventually, but by that time everyone I play with already knows where to go, what to do, and has usually worked out some level of strategy.

It's really not possible to experience a map "for the first time" when you've got a guide with you to warn you about all the panic events, direct you to the choke points, and advise you about all the new weapons. Likewise, it's not really practical for everyone else in the group to remain absolutely silent with regards to such advice and strategy, as that's a significant part of the fun. It's like saying "let's all play together, but no talking about the game."

However, between the game's popularity and the devtools that Valve has made a part of their business model from day one, there is a relatively steady stream of user-generated content out there, which means that there's almost always something to do in L4D that I haven't done yet.

Granted, there's a lot of less-than-fantastic mods out there, because, hey, everybody who makes one had to make one for the first time. But if you can sift your way through the mediocrity there is a rather large number of real gems. Here, I'm going to post a brief review of three of them.

A little while back, Dave and I (barely) survived the Night Terror mod for L4D1. The basic story is that you are a child having a nightmare, and the level design and artistic style (a very large number of new textures and models were created) just goes nuts with the concept. The first level has you trapped in Disney World's Haunted Mansion, and as I played through it I recognized several of the rooms. After that, you go through nightmarish re-imaginings of Lord of the Rings, Evil Dead, and even The Adventures of Tintin. What was really fascinating about this was that each level made minimal use of the textures and scenery that we see in the original game. The Aztec temple, the theme park paintings, and the psychedelic skyline are all custom made, and done pretty darned well for a game you don't have to pay for. The haunted mansion has you riding an excruciatingly slow roller coaster during a panic event, the Aztec temple has deadly traps and pitfalls, and... well I'll just let you discover the Lord of the Rings bit for yourself. In the end, I think I enjoyed it a lot more than Dave, because I recognized each and every set piece, which added a fantastic nostalgic flavor to it. Also, the size and frequency of the hordes is significantly amped up, and the Director is somewhat stingy with the supplies. You'd be amazed how different the gameplay becomes when you're forced to ration your ammo.

Silent Hill, another blast from the past that will go right over the heads of those who unfamiliar with the source material, is an obvious labor of love. Easily twice the length of any of the primary campaigns, the haunting hamlet of Silent Hill is faithfully recreated for your playing pleasure, right down to the ashes falling from the sky. A dramatic departure from the L4D that most players are used to, this mod has a heavy emphasis on exploration. Each map has a series items to find and puzzles to solve. None of them are terribly difficult (though some of the solutions are pretty obscure if you never played the game) but since the hordes don't exactly wait politely while you work them out, there is still a bit of a challenge involved. The atmosphere is extremely well done, and the game is aggressively stingy with equipment drops. In the style of classic survival horror, anything better than a pistol is treated as a "reserve" weapon, best conserved for the most difficult fights. The game has some very tense moments and a fantastic atmosphere. The finale, however, was an enormous let-down in my opinion.

No Space 4 Zombies lists itself as only 65% complete, which baffles me because it’s playable from start to finish with very little in the way of bugs. I did find a tank punching me from behind a wall one time, and there was an elevator sequence in which our characters did this weird bunny hop thing, but other than that the level design is solid, the finale is innovative, the panic events are well placed, and textures are well-designed.

While core campaigns are still solid and well-designed in a way that most custom made maps aren’t, the mod community provides an endless supply of newness to Left 4 Dead, and I recommend you all join us.

Mods we plan to play soon:

Dead City 2
Mobstadium
Dead Aboard 2
Dead on Time 2

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