Wednesday, January 4, 2012

Left 4 Dead : a few more campaigns

I'll try a few more campaigns.

Back to l4dmaps.com to see what's at the top of the list.

"Death Aboard"
Not really memorable except for the tilted boat level. And if someone gets punched off of the lighthouse by a tank.
Overall OK, worth playing once.

"DeadCity"
What's with the Mardi Gras music? There's this one spot early on with infinite horde - never having seen that before in the game I stayed there for a while before getting bored, running past, and finding the exit. The last level with the random subway cars didn't make sense. Skip it.

"City 17"
If you are going to invoke the Half-Life series, you better deliver.
(later)
It was better than I expected, but still not worth playing.

"Redemption"
This is good, but there are a few minor bugs here and there. Could have used a bit more testing and polish. There was one show stopper where I got knocked into a corner by a tank and couldn't move (had to restart); not sure if that's an engine bug or the map. Maybe it is a bug on this map: it happened again, this time an NPC got knocked into the same corner by the tank. Another bug: first time to escape vehicle no one could get aboard, second time was OK though.
Overall, worth playing once; would be even better with some work.

"Silent Hill 1"
Download and extracted "silenthill_fix.rar" to addons; game couldn't see it. Moved vpk file to addons; still can't see it. Downloaded "silenthill_040310_865.zip", OK.
I never played Silent Hill, though I've read about it, I doubt I'll get all the references.
OK, this is boring, and the puzzles don't make sense.
Skip.

"Suicide Blitz"
Pretty good so far. The references to MST3K and X-Files are a bit much but since they aren't over the top its OK.
(later)
I'm liking this level. Interesting spaces, more pop culture references (arcade games, Dr. Who). Having trouble staying on escape vehicle, but its the challenging kind of trouble, not the frustrating kind.
That was pretty good; would play again.

"Dead Before Dawn"
Cute opening. Boring map, too easy. Like the musical interludes. In-game advertisement for your personal sites destroys immersion; even if subtly done its usually just plain wrong. I should probably just stop playing it, but there were a few neat tricks, and I'm running out of maps, so I'll continue.
There are some interesting puzzles and tricks that seem quite novel in L4D world, and then there are ancient cliches like invisible walls that prevent you from doing something obvious, like climbing through plain air, that hearken back to 90s FPS gaming. Schizophrenic.
This campaign has a lot of voice work, and surprisingly, its only bad, not awful. Unfortunately, communication via voice should be very limited, and if possible repeated, because you can't go more that 10 seconds without some gunfire, and all that voice work has gone to waste.
Done. Overall, I have to say its worth playing. For all the goofy and annoying stuff, there's lots of interesting little things I haven't seen anywhere else.
Would play again.

"One 4 Nine"
Off to a good start. One thing that I really like about the original L4D story is that they don't let you in on why this is happening. As an average citizen just trying to survive you might never know how it started. Many NPCs offer theories, mostly in the form of graffiti, but no one really knows for sure. And for an action game that's more than adequate; it fits the first-person storytelling. This campaign seems to hint at a possible source that is kind of out there, but plausible. I'm only part way through and I don't know how it ends, so this isn't a spoiler, but imagine a little bit of Zerg special sauce finding its way to Earth, and imagine what might result.
OK, I wasn't expecting the ending of a different movie. L4D is an action game, and doesn't have much tools for story telling. Trying to tell a story in this world, unless you keep it subtle and brief, just ends in silliness. I understand this now.
Worth playing, would play again.

"Precinct 84"
Sometimes crude, but overall well done. I like the grueling ending, though I had to seek help on what to do to win. The gas tank was not obvious.
Would play again.

"Derailed"
Nicely done. Lots of vehicles, machine guns, scavenging. A little flaky sometimes, like when you're on the truck and you jump there's no conservation of momentum and you could fall off the truck. There's another part where I think one player has to go it alone while the others provide cover, but my bot teammates just teleport over to me when separated.
This is a good place to get your "Red Mist" achievement.
Would play again.

"Fallen"
I know, its in beta. The maps are intricate, but are completely unrealistic. Its like playing FPS maps from 10+ years ago where stuff is just arranged just to look cool. It has the empty beauty of Unreal, the bland utility of Black Mesa and the nauseating physics of Ziggurat Vertigo thrown in. Maybe its on purpose, like a retro thing, but it doesn't not mesh with the realism them of L4D at all.
The deep pool of water is a neat idea, but doesn't play right at all. You can't drown in it, but you can get stuck in it. If you want a pool for the zombies to emerge from (scary good), make it a pool of dense fog or something.
There's a lot of interesting little things here that push the engine to its limits. The bots have some serious problems behaving here, like falling off of ledges, and especially in the finale, where gravity becomes a factor.
Its interesting to check out, but don't expect a normal game.
Maybe play again.

"Crossing Over"
Huge, empty, tedious.
The creator took the time to create interesting back story notes from the early days of the infection, and the scientists' attempt to understand the infection, but didn't even take the time to name the individual maps of the campaign.
Maybe worth playing once, but that's probably it.

"Quedan 4X Morir"
Had to use Google Translate to read some of the Spanish, but otherwise not bad. Crashed on last map. Tried again, it runs. Finished campaign; of course it ends silly, any time you try to get too serious in this type of game.
Nice effort, worth a play, but probably just the once.

"Dark Blood"
It says complete on the page for this campaign, but on load it says beta. On one map the water is really messed up, always blinking in and out. And being underwater doesn't seem to make sense in L4D.
There's no great innovations here, just a reasonably well layed out campaign. Worth playing at least once.

"Back to school"
The highest version I could find is beta 6. Short, but not bad. Would play again if finished.

"Vienna Calling 1"
Pretty bad. Levels are boring, make little sense. Some invisible walls, and awkward rubble. There is water that saps your health for no reason, and tiny ledges where your teammates can get permanently trapped (until they die). Has nothing to do with Vienna.
Don't bother.

"The Parish (L4D1)"
Uses maps from L4D2 - I'll wait until I've played that.

"Coal'd Blood"
Big, empty, dull maps, senselessly arranged. Some pathing problems for bots, but not too bad. Physics fail on elevators. Got incapacitated in a place bots couldn't detect.
Boring. Do not play.

"Blood Orange"
For something so surreal its surprisingly entertaining. It's almost like the survivors are on break, and doing a little Matrix style survival training. But at the end, the bots don't know to board the rescue vessel, so I have to let them die to finish.
Another interesting thing is you can take the time to experiment with weapons you don't normally use.
Worth playing at least once, maybe more.

"Chaos Theory"
It seems there are two main ways these add-on campaigns go: realistic or surreal. This one seems to go for surreal. You start at the dead end of some cave system, with no idea how you got there. And why do my bots all have Uzis and all I get is a pistol?
I got stuck in the middle of a room for no apparent reason. I've reviewed a whole bunch of campaigns now, and this hardly occurs even on some of the worst maps.
The areas of multiple special infected are interesting but weird (not in a good way) puzzles.
There was some kind of multi-color puzzle room; I was glad I could skip it.
The ending was very humdrum after all the attempts at doing something different for the sake of different.
Overall, not terrible (except the glitch), but not really worth playing.

"Bloody Sunday"
Right from the start map borders are rediculously overdefined (like a big flat wall painted with a vegetation pattern) or undefined (you can walk off map into mid-air and colors). I climbed over a ledge the bots couldn't follow - luckily they can teleport to catch up with you. I fell off a ledge and they couldn't see me; had to restart. Climbing down a simple hill became a near fatal event - luckily the bots could see me and pull me up. I jump in a rescue vehicle, and the bots don't follow - and I immediately die from a hunter.
More glitches, pathing problems for the AI. There's an elevator that none of the bots know to get on, luckily they can fall down the great chasm and climb up. I know this is BS because the AI works on plenty of other elevators. At the end - big drama - tanks appear, but so far away you get bored waiting for them to finally get to you. Again the bots don't know to get on the rescue vehicle, because it hasn't been defined properly.
As a final insult, the game doesn't even roll credits properly at the end, and I had to 'exit to the main menu'.
Don't bother with this map.

"Heaven can wait"
First map is linear and somewhat boring, but OK. I like when you can deal with a witch on open ground (plenty of space to run and gun). Gets a bit more sophisticated as you go along, but the layout usually doesn't feel like it makes sense. The last stand ending is strangely satisfying, even though its not clear where you're going.
Worth playing at least once.

"No Fate"
Shows imagination in some spots, not in others, but decent effort overall.
Last level, can't find trigger - oh its hidden in with some supplies. The bots don't know to get on the rescue vehicle, and the ending doesn't trigger the credits, so I have to manually exit.
I would have said worth playing, until the buggy ending.

"Dead Getaway"
Shows some attention to detail, but boring map design. Water puzzle was novel, though its somewhat beyond the physics engine of the game. Game crashed abruptly to desktop near end of level, not clear why. Restart, crashes again in same exact spot, right after you get back above ground, go around the police cars, and enter a break in the guard rail. There is no reason to try again.
Do not play.

"Lost in Linz v2"
Got stuck on a ladder - not sure if its the fault of engine or this map. Finally shook myself free by pistol whipping the ladder.
Overall, shows effort but nothing really interesting; maybe worth playing once.

"Surrounded by the dead"
Nice little intro, shows you where your starting equipment is. Map design, at least in the beginning, is nice. There was a really nice scripted event, but it triggers too early (busy climbing over truck) to actually see it. Went up a ladder and the bots didn't come to save me - could just be stupid bots. No problem, these maps are fun, restarting, then I saw an error message I've never seen before: NAV ERRORS Map is unplayable! CONTINUE. Funny, didn't see that the first time around. No infected to be seen until the first door button reached. Even after, hardly any infected on a previously crowded map. The train event was nice, but the invisible walls cheapens it. Continuing on, level design is good, you feel like you're actually somewhere at times.
Other than a few glitches, a good campaign. Worth playing again.

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