The Left 4 Dead demo doesn’t seal the deal

Tuesday, November 18th, 2008

I’ve been playing around with the Left 4 Dead demo this past week, and I’ve finally reached a conclusion on it: I think I’ll be passing on buying the game. Grokmoo feels much the same way, and we’re pretty much in agreement as to why:

First of all, I feel kind of misled by Left 4 Dead. I went into it expecting a zombie game (which admittedly might just have been me not paying careful attention), but what I got was an infection game. Thus, instead of slow-moving, hard-to-kill cannibalistic reanimated corpses to tango with, you get “infected” people running at you abnormally quickly who go down if you so much as glance them with a round. Maybe that last part is a result of the difficulty level scaling, which seems to cut back on enemy health as well as enemy numbers. But my final take on this matter is that zombies should not run because it goes against all of their history.

Ignoring what I expected the game to be, and just examining the actual game as is, I’m still left unimpressed. I did have a bit of fun playing online, but that was mostly because I teamed up with a Scotsman I met in Team Fortress 2 (thank you, Steam Community feature) who is absolutely hysterical. The weapons aren’t particularly exciting, and ammo is so plentiful that it completely does away with the need for ammo conservation, which is definitely one of the strongest mechanics that games in the survival horror genre have going for them. Not only do the pistols have infinite ammo, but the primary weapons come with such large numbers of rounds (500 for the SMG, 128 for the shotgun) that you rarely even need to worry about swapping down to pistols to save on ammo.

And the weapons are so powerful that it doesn’t feel particularly satisfying killing enemies. You can get headshots, but there isn’t really a reason to bother. Now if we were dealing with the undead in this game, where if you shot off a limb they’d simply keep on coming (albeit a bit more slowly), that’d be a lot more fun, and it would make headshots worthwhile. But as it is you can fire a shotgun blast and pretty much every normal enemy in the cone of fire instantly drops dead, even if they are really far away. The only times enemies pose a threat is when a large number of them come from all sides, or when dealing with one of the game’s several types of special enemies.

Another problem with the game, and this one is really hard to articulate, is that fast-paced combat just sort of feels stuttery, glitchy, and finnicky. I don’t know if the network code isn’t up to par, or I was just frequently connected to lagging servers, or what, but shots didn’t always seem to hit where they should have, enemies were kind of “jumpy” in all the wrong ways, and that oh-so-important FPS “feel” was just imperceptibly off.

Read the rest of this entry »

Far Cry 2: flawed, but fun (for a while)

Tuesday, October 28th, 2008

I have now completed the vast majority of the missions in Far Cry 2, and given that Fallout 3 is out today, I am unlikely to come back to Far Cry 2 for quite a while.  So, now is a good time for a full review!

The bulk of this review is going to be pretty negative, so let me just start out by saying this:  Far Cry 2 is a pretty decent game.  Not fantastically great, as many of the professional reviews would have you believe, but decent.  Indeed, the last time I checked, metacritic had the various review sites giving it an average of 88 out of 100, while the user score was a slightly less impressive 6.5 out of 10.

Ultimately, Far Cry 2 suffers from its own scope.  It is just too large.  The game world is to big, and getting through all the main quests takes too long.  While there are some genuinely fun moments, much of the game is just a drag, and there just isn’t enough interesting stuff to do to merit the 30 or 40 hours of gameplay.  I feel like they could have taken out a lot of the “filler” and been left with maybe 10 hours of actual decently fun gameplay.  Unfortunately, even these parts can be very formulaic.  Virtually all the missions boil down to “go there, kill that guy or blow that thing up”.  The Buddy missions are presumably supposed to add some variety, but they instead feel even more run of the mill (not to mention pointless).  At first, the Buddy missions tend to have something to do with the main mission that they are branching off of.  Later on, however, it feels like the developers just got lazy.  One mission in particular I remember involved going to a village and blowing up some medicine production.  For some bizarre reason, the Buddy “sidebar” to the mission was to go to a completely different village and kill everybody so my Buddy could get some drugs!

While the “kill that guy” part of the missions is usually fun, the “go there” part is almost always boring.  Driving is not very engaging, and you will do a lot of it.  Also, a lot of the time you spend just trying to get somewhere will actually be taken up by traveling through guardposts.  These little annoyances never take more than a minute or two to clear, but you can’t just drive through them, because enemies inevitably come after you and they will take out your vehicle quickly if you ignore them.

So, the fun parts are usually the battles at the various mission locations throughout the world.  However, even these sequences generally only take a few minutes to complete.  The ones that are longer are the most fun, but these are unfortunately very rare.  What this game really needs are some nice “dungeons”: longer, more linear combat sequences, where the developers can lead you through the action.  The open ended combat sequences are just not enough.

Read the rest of this entry »