Review: Left 4 Dead 2 (Xbox 360)

So when Valve announced a direct sequel to the ground-breaking Left 4 Dead on what could only be considered an accelerated schedule for normal developers (and an impossibly accelerated schedule for Valve) we had every right to be shocked. Valve answered this concern with assurances that Left 4 Dead 2 was an entirely new game, with changes that could not be simply grafted onto the original. And the team was right! ... But that's the problem.
Gallery: Left 4 Dead 2 (07/10/09)
The Quantitative Argument
Valve's marketing for L4D2 promises "New friends. More zombies. Better apocalypse." While we can't help but agree with the first two, the math never adds up: New friends + more zombies ≠ Better apocalypse. In many ways "more" seems to be the focus of the game's marketing and the singular focus of the enthusiast press (ourselves included!): More zombies; more Special Infected; more weapons (including entirely new melee weapons!); more (and longer!) campaigns. This has to mean "better apocalypse," right?
To paraphrase something one of my team of four said while shooting a murderous zombie clown in the face (in the game!), the logic is something like this: "If one rubber chicken is funny, seven thousand rubber chickens must be seven thousand times as funny!"
Left 4 Dead 2's AI Director is perhaps from a younger generation of "torture porn" filmmakers. |
Left 4 Dead 1 placed third on Joystiq's Top 10 of 2008 -- narrowly losing out to Metal Gear Solid 4 and Fable 2 -- and it was my personal number two pick in the nominations. Without a doubt, what made that experience so compelling was the AI Director, the name given to the game's mischievous (but clever!) AI overseer; the omnipotent "creative" force that alternately doled out health packs or hordes of zombies, always with an eye towards keeping players perched on the precipice of failure. What made the Left 4 Dead co-operative experience such a breakthrough was precisely that: It was always challenging. When it wasn't, the AI director would wake up the horde. When it was, it would ease up a little bit, maybe share a health pack. To extend the "director" metaphor, Left 4 Dead's AI Director was a bit like Alfred Hitchcock: a master of suspense. Left 4 Dead 2's AI Director (dubbed AI Director 2.0, conveniently enough) is perhaps from a younger generation of "torture porn" filmmakers. In place of suspense is sheer brutality and instead of tiptoeing along the precipice of failure, you're pushed over. And over. And over.
The Delicate Balance of Fun
It should have raised more concerns when Valve began talking about tweaking the AI Director. More weapons? Okay. More maps? Sure! New AI Director? No! At E3, shortly after the game's announcement, Valve's Chet Faliszek told Joystiq, "Left 4 Dead 1, like I said, had some of those fundamental things that we wanted to change about it, like the changes to the Director, which took really long periods of time and a really long period of testing ... And so, those changes fell in line with the long period of time it takes to create characters and everything else. That's why we're doing Left 4 Dead 2, right?" Since everyone's experience with L4D2 (and L4D1) is unique to them (thanks, AI Director!) I'm really writing about that system and how the Director (and Valve, by proxy) is responsible for balancing the fun of an experience.
To make sure I wasn't somehow cursed; that AI Director 2.0 didn't just have it out for me personally, I played the game both pre- and post-release with six different gamers, all of whom had experienced the original (and some of whom were really good at it). Playing on Normal difficulty, we were unable to beat a single campaign before opting to readjust the difficulty to Easy. On Easy, we still took quite a licking, in two cases deciding to just quit. A typical campaign in Left 4 Dead 1 would take approximately an hour to run through and, while individual players often died, all four players rarely went down at the same time. In Left 4 Dead 2, on Normal difficulty, that's an obnoxiously common occurrence.
The new, larger maps also mean that after each failure -- when all four players die -- you're sent back to the last safehouse checkpoint, often as far back as fifteen minutes, a rare experience in L4D1. After failing several times, you might imagine the AI Director would let up, opting to encourage you on instead of frustrating you into quitting; instead, the Director continues to throttle you with experiences that become increasingly less fun and more frustrating, a delicate yin and yang that the latest iteration seems unable to balance.
And before anyone should inevitably respond with the usual, "Maybe you just suck at games," I would offer the following evidence, supported by many similar sentiments on Twitter: You're almost dead, you're so close to the end of the crescendo event, two of your partners are dead, there are no health packs anywhere and you're out of ammo ... and you get assaulted by two tanks. At the same time. On Easy. Restart, back to the safehouse. Or perhaps the AI Director's propensity to dole out multiple Special Infected at once? You'll never see less than two at a time. Or the non-stop waves of zombies? Yes, the melee weapons help -- a little bit. In fact, the only thing Easy mode appears to do is limit the damage inflicted on your player; the "cheap shots" are still fast and furious.
While the first Left 4 Dead was an incredibly accessible shooter, everything about the sequel seems intent on "fixing" that. While the game's Easy mode has been made frustrating (albeit passable), the Normal difficulty has replaced fun with frustration for all but the most dedicated, organized teams. Not enough challenge for you? Try Advanced. Then move up to Expert. Then up to Expert with Realism Mode enabled. With no replacement for the original's "Normal" difficulty and a plethora of more difficult options, there's a frustrating and inscrutable lack of balance in the game's various modes. While the game design universe seems pre-occupied with accessibility and not punishing the player, Left 4 Dead 2 turns its nose up at the idea.
I'm not sure what Faliszek meant when he told Xbox360Achievements.org, "We always wanted to make sure the best way to play was always the funnest and so that was a lot of the underlying work we did." If the goal was "fun" and not "challenge," then I can only say that the normally meticulous team at Valve failed horribly in its pursuit.
For many of you, Left 4 Dead 2 may have been just what you were hoping for: more everything and, sure, a harder difficulty level. For me, and the six people I played the game with, the additions do little to compensate for upsetting the delicate balance of fun. While there are some truly stellar moments in the game (the second half of "Hard Rain" immediately springs to mind), for me, Left 4 Dead was never about the game's fiction but rather the ad hoc fiction being created with each apocalyptic playthrough.
To hear them tell it, L4D2 was the experience the developers at Valve always wanted to make and there were so many ideas left unrealized that they fast-tracked development of a sequel. And unfortunately for me, as well as countless other fans of the first game I imagine, our experiences weren't "the funnest" they could be and, in looking to remedy that, Valve has tipped the balance from fun to frustration. If there's one silver lining in this entire situation -- the accelerated release, the boycott, my frustrations with the new game -- it's this: Valve is promising more downloadable content for the original, so we may be down but we're not out.
Editors' note: This review is based on the Xbox 360 retail version of the game provided by EA.














Reader Comments (Page 1 of 6)
Brian @ Nov 20th 2009 8:45AM
Nice, BUT WHERE IS THE SCORE RATING?!
Emperor_Den_Den @ Nov 20th 2009 8:47AM
I hate u
Mr Khan @ Nov 20th 2009 8:50AM
Where it belongs. Nonexistantland
Space @ Nov 20th 2009 8:55AM
you must be new here. read the review.
Ryan @ Nov 20th 2009 8:57AM
The score is in the same fire you should be in.
GiggMan @ Nov 20th 2009 9:13AM
You must be new around here...
Levi @ Nov 20th 2009 11:54AM
Hey Brian: shut the fuck up. You're dumb if you think a game is better off with a number. Put on some glasses and read the review.
karmaghost @ Nov 20th 2009 1:12PM
You read the review, right? You read that he was disappointed. He made suggestions based on different levels of expectations; i.e. if you're looking for what he described (a really tough game that is unforgiving, plus more of everything) you'll probably enjoy the game. If you're looking for L4D1 with more weapons, you'll be disappointed like he was.
How would a number at the end make it any more clear for you? In fact, a number might give you a false impression of the game. If he gave the game a 5 out of 10, you might not buy it. But L4D2 could be the perfect game for you and you'd be missing out.
Number scores are for Metacritic and get you more "clicks." I hate numbers, both 'cuz I suck at the maths and because I don't like what they do to reviews in general.
Brysonial the Bison @ Nov 22nd 2009 3:19PM
If you want a stupid piece of crap score righting go to ign. I think not having score rating is a good idea because somes games that have really band reviews like megaman starforce i enjoyed. I know most people probably wouldn't like that game but I do and really to me thats all that really matters.
Brodo @ Nov 23rd 2009 12:19AM
Hmmm... not a bad review I guess
It bothers me though that virtually the entire review was just complaining about the difficulty. Not one thing was mentioned about versus mode for instance, which im sure a number of people might want to hear about
Anyways, I got it and tried it out today. Was playing the Carnival Level on advanced and gave up on chapter 3. So ya, I agree that the game is quite difficult
Emperor_Den_Den @ Nov 20th 2009 8:46AM
first...for....brainsssssssss
yuyuujenkins @ Nov 22nd 2009 6:08PM
What the **** is "torture porn"? I certainly don't get a boner out of it. Does anyone does?
Trey @ Nov 20th 2009 8:50AM
I so want. In a zombie wanting hot brainsssss kind of way. Or a regular guy wanting hot brain. Either way, I want this game, premature sequel and all.
M.Garvey @ Nov 20th 2009 10:41AM
Totall off topic but...who's the girl in your picture?
Shagittarius @ Nov 20th 2009 11:39AM
That's Bootlida Backitup.
NoughtSoClever @ Nov 20th 2009 11:48AM
You can reuse the pyrotechnics at the front of the stage over and over again. Just hit the little pedal in the front and center. Any zombies attacking from front stage will be lit on fire. When the pyrotechnics die out, you can hit the switch again in about 10 seconds.
NoughtSoClever @ Nov 20th 2009 11:49AM
WTF? Sorry. Wrong reply.
Trey @ Nov 20th 2009 3:25PM
@M.Garvey: Angel "Lola Luv" Fershgenet. Video model. Bad as hell.
Dark Virus @ Nov 22nd 2009 7:21AM
Chris,
I agree with you 100%
Co-op mode is way too hard,
But the game was designed for versus mode gameplay.
Giving this game a negative review would be like giving a fighting game a negative review for a bad story mode.
I demand that you play the other modes, and I'm sure you'll have a blast playing them.
I wouldn't be surprised if you need to update review.
Because I was in the same boat,
I played the co-op and hated the game, I was so disappointed.
But after playing some versus now I'm in love with the game.
Btw start with the FIRST level next time..... It has a story and played easier
Next time please play the game properly BEFORE you review it.... It really is unacceptable behavior, at least you guys are getting the clicks!
Dark Virus @ Nov 22nd 2009 7:23AM
By the way,
Wanted to mention that since I play a lot of versus, the thing I hated about left 4 dead 1 was it was unbalances towards the survives.
The game gets so frustrating trying to kill them.
But here is the twist, it's fun to die a lot as survivor in left 4 dead, as long as it is in versus.
So I'm happy they made it harder for the survivors!
bobomcgee @ Nov 20th 2009 8:52AM
You suck at video games... and life.
Nap @ Nov 20th 2009 9:28AM
I agree with the first half of this statement.. I found the AI director a little too generous in the sense that there are now more houses and little coves to check in to find more goodies. Those red boxes that would normally contain 4 medkits are completely random now and can show up at any time, if you just search for it
Drew -- PS360: uphillbothways @ Nov 20th 2009 10:41AM
I actually agree with the interview.
I haven't played a whole lot of L4D2 yet, but I've taken down the first two campaigns, Mall and Carnival, with some friends on Normal. The AI Director is a hell of a lot harder this time around. I agree wholeheartedly with the review. The first game was a lot more "fun" and accessible. The weird thing is, I really like the new specials, the new weapons, and the new set pieces. If the AI Director hadn't been revamped, I'd like this game a lot more.
On another note, what's the best spot to hole up at the concert? I tried the towers, but that didn't really work. We actually managed to get two people to the chopper when we just hung out in the middle of the stands (we didn't know where the chopper was going to land). I'm thinking maybe next time we make a stand in the corridor leading into the arena. Leave the hallway in perpetually lit with fire from fireworks, molotovs, and gas cans with one guy holding it. Everyone else covers the arena. Of course, scatter for the tanks, and regroup. Easy access to the chopper from there, too.
Any thoughts?
ballistic3188 @ Nov 20th 2009 11:15AM
@drew:
My group chose the stage.
the enemies seem to mostly come from the left or right side. as long as you have 2 to deal with the two sides it should be fine. if they come from the front hit the fireworks display. we got all 4 of our guys in no problem
Jerk Face @ Nov 20th 2009 11:33AM
Stage. All the way. Set up the gas cans and the fireworks, get on the stage, and rock fools faces off - with an assault rifle.
Alan Strangis @ Nov 20th 2009 11:40AM
I'm with Nap, except for the Christoper Grant sucking at video games part. :)
I've only played through two of the campaigns, but Nap is right in that there are practical reasons for more thorough exploring of nooks and crannies in L4D2. Once my friends and I realized how this is more important (on Dark Carnival), playing on Advanced seemed only nominally more difficult than an Advanced level on the original L4D.
BTW, if you come across the chainsaw during that campaign, try to save it for the Coaster section. It makes running the coaster SO much easier.
NoughtSoClever @ Nov 20th 2009 11:50AM
You can reuse the pyrotechnics at the front of the stage over and over again. Just hit the little pedal in the front and center. Any zombies attacking from front stage will be lit on fire. When the pyrotechnics die out, you can hit the switch again in about 10 seconds.
Chris Gradel @ Nov 20th 2009 12:11PM
I kinda agree with the sucking part. I have beat all the campaigns, And never on anything less than normal, and am already playing Verses.
The new version certainly seems harder, but it seems to me that it is making up for the fact that the first game was WAAAYY too easy. Decent teams could fly through most of the maps in a couple minutes. Competitive teams would generally finish VS maps with 190+ health bonuses. Now my friends and I are regularly struggling to get through a map. But when we do, it feels AWESOME.
Are you playing on an X-Box? That could explain it if the new version was designed to up the competitive PC players and was not dumbed down for the console enough. You seem to have had a much harder time with L4D1 than most seasoned players, which leads me to believe it may be a Console VS PC thing.
aristokrat @ Nov 20th 2009 12:28PM
While you could fly through sections in minutes, I'm worried about the sound of long spans between checkpoints. Sounds like a return to '90's game paradigms, which I hated. The first game had just about the right length between safehouses, where you'd prefer not to have to go back, but could also dick around and not mind having to redo the little bit you'd messed up.
And I don't understand the complaints about the last Versus mode: you didn't have to stay for the whole campaign, and you could just participate in a chapter or two. It was still fun.
Fine Leather Jackets @ Nov 20th 2009 8:51AM
"Editors' note: This review is based on the Xbox 360 retail version of the game provided by EA."
Why did EA provide the copy?
ClarkyAC @ Nov 20th 2009 8:57AM
Because EA are the publishers of the xbox360 version.
Fine Leather Jackets @ Nov 20th 2009 8:58AM
thanks for clearing that up
dark_inchworm (stronger than never, ever before) @ Nov 20th 2009 9:17AM
Technically, EA publishes both retail versions of the game. Just saying. (And I do mean retail - I'm almost 100% positive they reap no benefits from L4D2 sales over Steam)
Wii60 @ Nov 20th 2009 10:36AM
Got to love the internet, downranked for asking an honest question.
Drock @ Nov 20th 2009 1:09PM
I think you've unintentionally came upon why the reviewer is having such a tough time with the game. Playing this on a 360 compared to a PC has to up the difficulty by at least one setting. I never played L4D, yet on the first day on a PC was able to complete Dark Carnival with a group on normal while carrying the gnome around. I've also beat all the other campaigns on normal or advanced. Maybe they should add another setting for 360 gamers because I can imagine it really is a more difficult experience. But leave my PC version alone.
Powrhouse @ Nov 20th 2009 8:54AM
Ok, so bad review cause you think it's too hard, I've been playing non stop since release and I think normal difficulty is fine.
blindfromthesun @ Nov 20th 2009 9:33AM
The question is: is it a true sequel and better than the first?
I am torn between getting L4D2 on 360 or Borderlands. I found the first L4D pretty hard but quite enjoyable.
Smoke_me_a_Kipper @ Nov 20th 2009 10:17AM
I rarely play RPGs, I liked borderlands. I found it more FPS than RPG.
L4D2 is hard, but not that hard as the review says. Well, at least on Normal. You just have to know how to play. You DO NOT STAND/WAIT AROUND. Unless you wish to have the AI throw waves of crap at you. Run and stay together. Shoot only the Zombies that attack you and run run run. Stay together. Run some more. You run and stay together, then run...
Valve does need another patch or two to work out the bugs, particularly with achievements not staying awarded
Jack Tretton @ Nov 20th 2009 12:59PM
Maybe Mr. Grant doesn't excel at this type of shooter, and his frustration carried over into the review? I'm not excusing the poor review because it *is* mostly about how difficult he found L4D2 to play.
The Baron @ Nov 24th 2009 6:05PM
Well, if a game is too difficult, surely that's a legitimate area to criticise?
Dylan @ Nov 20th 2009 8:53AM
Just makes me wonder if Valve will tweak the new AI Director if they get an overwhelmingly negative response for it. I personally love the game, but you're completely right about the difficulty. It's insane. I don't remember being incapacitated or killed in the original as I am in the sequel. Perhaps this will simply push us to be "super players" eventually. Maybe Valve is getting serious about preparing us for a zombie apocalypse...
Eglorian @ Nov 20th 2009 9:13AM
I think so too. Specially with "Realism" mode.
cylet @ Nov 20th 2009 12:56PM
its because we got so good at L4D1 they wanted us to prepare for L4D3: when you get hit once, you realistically turn into a zombie right in front of your friends :O
ttocs @ Nov 20th 2009 8:56AM
While I don't disagree with your review of the difficulty of the game, it seems that's all you are focusing on. A game is more than the difficulty. The gameplay is solid, teamwork is top notch, etc. So, while you are scoring the difficulty low, that's only one part to a review. Putting difficulty aside, you should give the rest of the game equal attention if you are going to have reviews on your site. This post sounded more like a rant about the difficulty than a review of the game.
huh? @ Nov 20th 2009 9:02AM
Exactly what I was going to say. This is not a review. What about the rest of the game?
dark_inchworm (stronger than never, ever before) @ Nov 20th 2009 9:19AM
Agreed. While difficulty does make the game what it is in its purest sense, virtually nothing is said about anything else at all. Quite disappointed in it.
AlphakirA @ Nov 20th 2009 9:55AM
This is a true gamer speaking on something that made him not enjoy the game as much as he could have. Would you rather him spew out a review overusing "visceral" and "mind-blowing" instead? This is a review for L4D2, a game that we all know is barely more than an expansion to part 1. If you need Chris to hold your hand explaining the intricacies of the how the game controls, you're on the wrong site. If he had spent time explaining how interesting the characters are, I would've skipped it; he focused on something far more important.
Thanks for the REVIEW Chris, as someone that feared exactly what you said, you just saved me a few bucks.
That Burning Sensation @ Nov 20th 2009 9:59AM
What else is there to say? The graphics are little better, but not by very much. The weapons are still pretty standard, but the melee weapons are a nice touch and there are new characters. Tweeks to the gameplay. That about sums it up.
il_duce620 @ Nov 20th 2009 10:03AM
Agreed, AlphakirA. While I think graphics and controls are very important, they only warrant a single sentence: "The graphics and the controls are great." BUT, those two components alone a good game does not make.
The best reviews for me are when a reviewer answers the following question: "Is the game fun?" If it isn't fun, it doesn't matter how good the controls or the graphics are. If you aren't having fun playing it, then it isn't worth putting time into.
It's as simple as that.
Louis @ Nov 20th 2009 10:09AM
The reviewer mentions that it is definitely more L4D. More weapons, new people, new maps, but the difficulty ruined the experience.
In my opinion, what makes L4D so much fun is playing with four friends and having a good time. Normal difficulty was perfect. People died from time to time, Tanks were hard but not impossible, and the end of the mission was always a blast when you finished. It made for memorable moments like "did you see me hit that hunter mid air with a pipe bomb!"
There is no story in L4D (really), the story is created by the players in the experience. If you have 4 frustrated players, that is a shitty story.