Wednesday, November 19, 2008

Left 4 Dead Demo Impressions

This probably would have been more insightful had I posted it when I intended to – before the full game got released – but whatcha gonna do? It’s almost appropriate, actually, since Valve’s first game, Half-Life, turns 10 years old today.

I’m still in more or less the same mindset about Left 4 Dead, which is…

… I’m not convinced yet.

I’m not sold on the game, which is actually a little upsetting to me, because Valve Software  is yet to do wrong by me. I remember basically draining my savings account to pick up the original Half-Life the weekend it came out, and have snapped up every other game Valve has released just as quickly. I was planning on doing the same with Left 4 Dead, but I started getting a little hesitant the more I read about it. I initially had 3 main concerns: 

1)      Graphics

2)      Variability

3)      Single-player

Graphics: … but not in the way you might think. Yes, the Source engine is starting to age, but as far as I am concerned, it’s aging very well. It seems to me that with each new use, (Half-Life 2, Half-Life 2: Episode 1, Half-Life 2: Episode 2, Team Fortress 2, Portal and now Left 4 Dead) Valve has found pretty significant ways to squeeze some new life out it. I’m sure it helps that it was developed in-house, since it allows them to tweak and re-tweak it as they build on it. My fear with Left 4 Dead was that they would abandon it and require a dual-core system, as they are starting to become more commonplace – at least in system requirements, if not in home PCs. My PC most definitely does not have one, so I was enthused to see that not only was I not automatically disqualified by my system, but I was pretty well supported. Even though I was basically running it in 800 x 600, I still got a very respectable framerate, and I was very content with the overall look. 

One thing I’ve always thought the Source engine and the guys at Valve do particularly well is texturing. They have a way of making everything look real – not photoreal, but legit and honest – without draining system resources. To be honest, I’m not entirely sure I want my game to look photoreal. What they’ve done in the Half-Life series is still very convincing and makes sense, but still maintains a certain level of fantasy that sort of reminds the player that it’s just a game. I like that. I also appreciate the stylized choice they made with Team Fortress 2. In that case, it immediately erases any nags of “reality” that might drag the game down, and makes it much more welcoming for certain ideas that have become integral to the game – rocket jumping, a double-jumping scout, invisibility – stuff that would have been out of place had they clung to something more grounded and real. 

In the graphics department, Left 4 Dead fits pretty nicely in the Half-Life style. It’s close enough to be convincing, but so close that it’s disturbing or unnatural. It looks good, I can run it and enjoy it on my current system (though nowhere close to maximum settings), and it presents a certain style that is notable artistically and that absolutely fits with the zombie B-movie aesthetic they’re aiming for. 

Variability: I’m honestly a little torn over this one. On the one hand, there’s something to be said for putting everyone on a very level playing field – everyone can do the same stuff, the only difference to be had is based on a decision you make about what weapon to carry. It’s almost a nice change from something like Team Fortress 2, where there is (or should be) a ton of strategy involved in choosing a class.  On the other hand, I can only assume that in a zombie apocalypse that certain people would survive for certain reasons, and that not all of those reasons would be the same. So to have the four characters pretty much identical beyond the model, voice and attitude (none of which are controllable by the player) seems a little short-sighted to me. That being said, I don’t really know how to rectify the situation without getting into the class balancing issues – something Valve has started addressing with the class updates in TF2. The class element brings a degree of uniqueness to each session – you can choose your class based on how you feel like playing the game that particular day. Now, because I’ve only played the demo, I can’t speak to the Versus mode, which sounds like it has a little more variation thanks to the boss zombies. That may very well take care of my reservations, but I haven’t seen it. I can certainly see both sides of the fence on this one, but I think I fall on the side of customization, which isn’t where Valve was going for this one. 

Single-player: I love single-player games. For awhile growing up, I didn’t have an internet connection that could really support decent online multiplayer, and in college I couldn’t afford to pay for an Xbox Live subscription, so I really came to appreciate a well-executed single-player game. Valve has most certainly championed that, taking the shooter genre to levels it had not previously seen with the Half-Life universe. I’m sure a little bit of it has to do with the fact that in most multiplayer games… I get my ass handed to me. I’m not bad, I’m just nowhere near as good as the people who really know these games and dominate the servers. I’ve never snubbed multiplayer – Battle.net, Team Fortress Classic and now TF2 have constantly grabbed gaming hours – but in most cases I’ve never even considered multiplayer until I beat the crap out of the single-player campaign. For me, it’s like an extended training ground. And to that extent, Left 4 Dead works. Playing the bots offline definitely gets you comfortable and prepared for the online play. Heck, more than that – because switching to online co-op adds other thinking humans to your team, multiplayer becomes easier on paper. What is disappointing for me is that lack of difference. There’s nothing unique or more in-depth about the single-player campaign in this one. 

Admittedly, that’s by design. Valve made it very clear what they were making. It was designed as a co-op game, with single player as an option for those who want a break from other people. I get that. But I think there are ways they could have gone that could have made the game a little bit deeper, and filled in some of the gaps in the game’s background story (again, I realize it was designed to function as four different “movie” campaigns. I’m just tossing around some ideas). What about giving each character a personalized “origin story” of sorts? Show Louis fighting his way out of his overrun office building; we could find Francis with his back to the wall as his favorite dive bar is surrounded by the newly-infected; Zoey could have a whole campus to get through in order to connect with the others; Bill might have been at the local veteran’s hospital – or holed up in his basement gun room – when the disaster hit. They each find their way to a common point, thus begins the No Mercy campaign. There’s also, I think, a good opening for some sort of Sole Survivor mode. Expanding it beyond a time trial should be left to better minds than me, but if you look at something like Dead Rising, there’s certainly an appeal to being the only one left and surviving by any means necessary. 

I don’t think the demo really showcases everything Left 4 Dead has to offer, nor should it. It’s a demo. But there are certain sections that aren’t clear to me – I’m still a little fuzzy on the AI Director – outside of triggering the horde in different places at different times, I didn’t notice any real change in gameplay in my dozen online sessions. I think a taste of Versus mode would have been very helpful, at least for me, to see some of the variability I was looking for in play styles. Some sort of preview - maybe not necessarily playable, but something - of the other three campaigns would have been nice to see what you’re in for with the full version. But it’s not like they can shove everything into a single demonstration, because there’s no surprises left for the buyers. 

In the end, there’s no doubt that Left 4 Dead is a good, fun game. The first horde rush two minutes into the demo will tell you that. I just wonder about its longevity. I also wonder if its longevity as a whole would be vastly different than its longevity with me specifically. Maybe I went in looking for something too specific from the game, but the fact is I didn’t quite find what I was looking for, and if I’m going to drop $50 on a game, I really would like to know that I’m getting something with a little staying power. I pre-ordered Half-Life 2 and beat it in the first weekend. I still play through it once every couple months. I don’t see the depth in Left 4 Dead that excites me. And because of that, I’ll definitely be waiting for price cuts. 

Don’t get me wrong… Left 4 Dead will make a lot of people very happy. I just won’t be one of them. At least not yet. 

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