L4D Videos, Interview, Site - 5/16/08
Two more Left 4 Dead videos have been released by GameTrailers, OXM has posted a good interview with Doug Lombardi, and the official L4D website has been updated. In the Doug Lombardi interview, the most significant news is that there will be no demo available for the X360 version before release, but there probably will be one afterwards. Left 4 Dead will be shown at the Leipzig Games Convention in Germany taking place August 20-24. Coming out the day after a new "deathmatch" mode was announced that will be the only mode where players can control the boss zombies, a forehead-smack quote arrives:
So I think the evolution of multiplayer gaming because we don't have a better word for it is co-op, which is basically 'I know I'm going to play with my friends tonight and I don't want to deathmatch because that's kind of mindless, I want something that's more intelligent and more advanced than that'. I think that's what Left 4 Dead is attempting to do..
This is exactly what we're worried about here at Left 4 Dead 411, and we hope that Valve just picked a terrible temporary name for a mind-blowingly awesome new mode. We won't know either way until more information comes out.
The two new GameTrailers videos are good to watch; Teamwork Gameplay shows the beginning of Hospital with what looks like a taller table in the spawn point and Meat Grinder Gameplay shows more of the mini-finale we saw in the IGN videos and plenty of bullet ricochet goodness.
Finally, the official L4D website has been redone, boldly stating that it is "the most intense co-operative action experience ever created". TurtleRockStudios.com is now gone, redirecting to the Valve homepage. TRS, R.I.P. Make sure you catch up on all the recent news and videos from the past week, there's a lot of it!
More Left 4 Dead Videos - 5/15/08
GameVideos has released a nearly 7 minute video of a straight playthrough of the first map of the Hospital campaign and GameSpot has posted an interview with Doug Lombardi, also showing some new footage. Both videos are well worth your time, but only those with GameSpot Total Access can watch the HD version of their interview.
The 7 minute video by GameVideos shows the Survivors for the most part getting torn apart, with plenty of them getting choked and mauled and whooped on. Louis again seems to get singled out and meets an unfortunate (although not unexpected) demise after a giant horde of infected gets their hands and feet on him. The voice acting and sounds are all great, and many that we haven't heard before are present. My favorite line is near the end, after us as viewers are watching the team go in and back out and back into the saferoom, until finally Francis yells "LOCK THE GOD DAMN DOOR!". We hope this isn't just coincidence and that the characters will react realistically and emotionally to the specific situations they're put into. Another little detail to notice is that pistols now have unlimited ammo, and the standout disappearing of zombie corpses that was present in the Cornfield video on G4TV seems to have been very much improved.
The interview with Doug Lombardi is of poor quality for us non-subscribers, but we still managed to make out the fact that Louis gets ripped apart several times by the Hunter. Lombardi estimates that the SDK for Left 4 Dead will be released a few weeks after launch.
The most frightening part of the interview is when Lombardi repeats what he said in a previous interview about the two different modes. From what we understand, Left 4 Dead is no longer the same - it is not 4 Survivors trying to make their way through a campaign fighting against 4 player-controlled boss zombies. Lombardi says that there are now two distinct modes, one is "campaign mode" which is L4D with ONLY AI-controlled boss zombies, and the other is called "deathmatch mode" where 4 Survivors fight against 4 player-controlled boss zombies. There are no details available at this time on deathmatch mode, but being called "deathmatch" leads us to believe it has little in common with what we've all come to know as L4D. Having followed the game since announcement, this is the first real "WTF?!" moment. We're deeply disappointed if this is the case and hope that we get some good explanation why the game suddenly changed so dramatically.
You can check out all videos released on Left 4 Dead in our Left 4 Dead videos section.
Video Interview and More Previews - 5/14/08
GameTrailers has released a video interview with Doug Lombardi showing some new Left 4 Dead gameplay footage and talking about the two different modes in the game, and some more L4D impressions are available from GameSpy, GamePro, and Game Informer. The GameSpy preview by Will Tuttle was very positive, stressing the intensity and importance of co-op gameplay:
To say that Left 4 Dead's particular brand of action is intense would be a bit of an understatement, as there are moments that could threaten even the most hardcore gamer's bowels. The sequences in the abandoned subway were particularly harrowing, as zombies came flying out of the darkness (damn those weak flashlights!) and grabbed players by the shoulders while chomping away at their faces. The only way to break loose from their powerful grip was to get some assistance from one of your buddies, preferably one that wasn't too far away.
The spiffy for Left 4 Dead was "Intense, terrifying action; impressive visuals; strong emphasis on teamwork" while the iffy was "How varied will the levels be and how many will we get?". The GamePro preview stresses the difficulty and fun, and mentions that "Left 4 Dead on the Xbox 360 has been MIA since it was first announced. According to an inside source, however, the media will see and play the Xbox 360 version within the next couple months. Sounds like E3 will be the hot spot." The Game Informer piece says nothing new except that the zombie apocalypse is "now in its second week" in the game.
The most interesting news comes from the new Doug Lombardi interview posted on GameTrailers. There is some new footage, including the new effect shown above with blood covering and dripping off of Zoey who is in the process of shooting down zombies. Awesome. Different modes were mentioned in a previous preview, but Lombardi explains it in some detail:
There's two modes in the game. One is sort of the Survivor campaign which is where one to four players can play as the human Survivors who are immune to the virus that has broken out and turned everyone into zombies. That'll go through four sprawling campaigns - you can start a campaign with three bots playing as the other human slots and other players can join in at any point in the campaign. Meanwhile, on the other side, we have what we're calling a deathmatch mode where one to four players can take over the human Survivors role and one to four players can take over the boss Infected roles. What's interesting about that is in most deathmatch games the two sides are identical. They're in different colored clothing, but they basically have the same firearms and items available to them. In Left 4 Dead's deathmatch mode, the boss Infected have no weapons whatsoever. All they have is their super mutant abilities, so the Smoker has his 50 foot tongue that he can grab and lasso people with, the Boomer has his big belly full of gas that he can act as a big grenade and come at you and if you shoot him he'll blow you up as well as himself. What's interesting about that is that class, the boss Infected, are sort of like a griefer's paradise. If you play Counter-Strike or any other action multiplayer game there's a lot of servers where people are just trying to be disruptive and doing something counter to the base objective. In Left 4 Dead, we've sort of built the game mode for them in playing as the boss Infected.
This is a strange development. We're not really sure what to say about it, because we don't know what the differences are between campaign mode and deathmatch mode played with all AI bots. We don't even know if they'll be played on the same maps. Again, this is pretty strange so we'll try to get more information on it as soon as possible. If you haven't, check out our two previous news posts from the EA event to catch up on all the newness here and here.
Four More L4D Videos - 5/14/08
IGN was present at the recent EA event held in San Francisco and has posted four new L4D videos for your viewing pleasure. For more on the event and other impressions, please check out our previous news post.
The IGN videos show yet another example of Louis being destroyed, this time by the Hunter. The Hunter gore is looking great and the Smoker tongue has some texture now and looks a lot more like a tongue should. In the fourth video, Molotov cocktails are flying all over the place and there have definitely been major improvements in the fire effects. Flashlight effects look like they have been smoothed out like we've seen in recent screenshots and the addition of actual flashlights to the end of gun barrels is a nice touch, especially cool when mixed with reloading. Gore is everywhere and another new touch is the visibility of bullets. The flashy bullets stand out but it allows players to easily see where their teammates are shooting.
The above image takes place in the fourth video and is the first reality check for the recent Boomer changes. In the picture, a Boomer has just been shot about a foot away from Francis. The explosion looks great, but you'll notice in the video that Francis' health doesn't go down at all. We haven't been able to play the game with this mechanic, and we haven't heard negative reactions to it from people who have, but it's still a sad moment - maybe rename him to Popper?
Another thing that has been pointed out by several community members is the underwhelming aggression that the infected showed throughout the videos. It seemed to look more like a shooting gallery than battling for survival - the player would walk into a room with a bunch of zombies standing around and end up shooting down most of them before one or maybe two became aware and started running at the player. Although this is more realistic and is reminiscent of some of the more tense moments of "I Am Legend", it actually made the game look kind of boring (marking the first time that word is used in the same sentence as L4D). We really, really hope that this issue is looked at or is possibly just a temporary feature on that particular build/the fact that it's on the lowest difficulty.
A brand new gameplay mechanic that was hinted at in Kotaku's hands-on is shown off in the fourth video. The generator room in the Hospital mission has been reworked and now features a table full of Molotov's along with a button that is pressed on the far wall. If you watch the video you'll see that pressing the button starts a sort of mini-finale.. the lights and generators turn on, attracting the attention of a ton of infected and subsequently amping up the music just like the real finale. We hope to get more details and explanation on this as soon as possible, but from the looks of things there are now "mini-finales" which is a fantastic idea.
A few more Left 4 Dead bits include a preview by Joystiq which says that L4D could be the "Next Big Thing" on Xbox Live and PC and also a two-part interview with Doug Lombardi by PCGH that talks about Source technology. Thanks to IGN for the great videos which you can find along with every other Left 4 Dead video in our video section.
Left 4 Dead Galore from Supperclub - 5/13/08
Last night Electronic Arts had an event in the San Francisco Supperclub showing off many games including Left 4 Dead, resulting in two new videos and some hands-on impressions. The first of the hands-on impressions comes from Brian Crecente over at Kotaku. Crecente explains a new part of the Hospital map:
After replenishing we made our way into a warehouse where the doors and windows blew open and zombies began to pour in. The seemingly insurmountable odds were evened a bit when one of the other gamers noticed a room blocked off by a wall of sand bags and a mounted machine gun. The three of us stayed in the room fighting off the zombies as the flooded the warehouse. At one point I found a gas can and threw it on the other side of the sand bags. Shooting it, created a wall of flames which slowed the zombie attack, but didn't stop it.
In the past, the only parts of the campaigns which featured barricade-like gameplay were the finales - it sounds like Valve is trying to expand that aspect into other parts of the maps, which is sure to please many of the more traditional zombie genre fans. Crecente also says that the zombies were "a nice mix of the ambling Dawn of the Dead variety and the liquid fast 28 Days Later breed" and that "some can be killed with a single shot, others take a full clip to knock down. Some hide, others mil, some bound around the map, others come straight at you." We're not sure if this is the truth or just perception, but it does sound like a good idea either way. Everybody in the real world runs at different speeds and have different levels of constitution, so it would make sense that after being infected there would be differences. We'll see what turns up.
Scott Sharkey at 1UP had his first play with Left 4 Dead and noticed a neat detail with friendly fire:
I couldn't help but notice that a shotgun blast to a buddy's face hurt a lot when he was at full health, not so much when he was at half health, and less than a sliver when he was almost dead. And it didn't damage people at all when they were lying on the ground or being mauled by zombies -- seems like a clever compromise. Watching your fire and not pissing off your teammates adds a lot, especially when they're going to be pulling a zombie off your back and patching you up a few minutes later. Putting friendly damage on an inverse curve is a great way of preserving that while minimizing the chance of a lone idiot insta-gibbing the whole squad with a badly tossed pipe bomb. Yeah, it seemed worth trying.
Many other games were shown at the event, and Left 4 Dead sounds like it stood out:
You can learn a lot just watching the movement of people at an event like this, and one thing I couldn't help but notice was that while every other game's station was shut down or left alone in the drunken lateness of the hour, Left 4 Dead retained the largest clot of observers -- and eventually, the only clot. Everyone liked this thing. They were crowding it after the bar closed -- and that says a lot.
The last preview is pretty brief, by Patrick Klepek at MTV Multiplayer. The best things to come from this event are the two new gameplay videos.
The above picture comes from one of the two great new videos posted at GameTrailers.com. For those of you that have been paying close attention to L4D, you might notice the significant change that took place in the HUD. Current loadout and player health is on the bottom right and teammate health and healthkit/pill/nade loadout along with a small head icon are present on the bottom left. If you have any comments, please post them on the forums because this is just one version of probably many that Valve will go through until the November release. One thing I really liked was the ease of being able to tell the difference between actual health and temporary health, which you can see by the solid color versus the little bars.
For a split second, the above checkpoint screen flashes. Total kills, damage taken, healthkits and pills used are all useful stats. The campaign progress windows at the top are another nice addition, but the event history on the right might not be very useful especially if players are unable to scroll through the list.
Overall, the graphics are looking more gruesome and gritty than ever. The screenshot above on the left is a capture of the aftereffects of a shotgun blast, with a nice cloud of smoke. All of the muzzle flashes look improved. Valve has also been adding in some body language as you can see from the screenshot above on the right. Francis is about to get pounced on by a Hunter which he is pointing out to his teammates. Communication is vital and these extra details show how much of an importance that Valve is placing on it.
The above picture shows Louis getting absolutely destroyed by a Hunter. Go watch the videos, holy crap.. poor Louis, always seems to be getting singled out. The second video has much more fitting music than the first, make sure you watch both.
So there we have it, some new media and impressions. One of the really cool things that we all get to experience as fans is the continual changes of Left 4 Dead. The team at Valve have been very open in their design decisions and we appreciate it. Can't wait to see how the added resources of Valve put the shine on this game to be released in November.
More L4D from EA in London - 5/6/08
Three more Left 4 Dead interviews are available from the recent EA Studio Showcase in London. GameSpot has posted a video interview with writer Chet Faliszek, VideoGamer.com has another interview with Chet, and CVG has an interview with Doug Lombardi. Doug elaborates on where Valve sees the multiplayer arena heading:
With L4D, we want to give you something that's not just totally mindless to play because you and your buddies have to work together. We call it co-op for lack of a better term, but I think you're going to see a lot of multiplayer games go in this direction.
We've already seen games like World of Warcraft and the MMO scene doing this - you have parties, you stick together, you work together, and obviously it's really popular, so why shouldn't action games be going in that direction as well?
Nothing new is mentioned, but it might help curb your hunger for L4D for a little while. The video interview has some very brief clips from the mysteriously removed trailer that was posted on GameTrailers.com a while back. This is the only video available from the entire event, which is disappointing since press were allowed to take all the pictures and film they wanted to. Press, you sadden us. Remember that you can check out all previously released footage in our videos section, all screenshots in the screenshots section, and high resolution wallpapers in the wallpapers section.
Community member TheDark12 has written the ninth chapter in his ongoing Left 4 Dead-inspired saga available on our fan fiction page. Click here for the newest chapter, or start from the beginning here.
IGN Interview, GR Preview - 5/1/08
IGN has posted a new interview with Valve writer Chet Faliszek from the recent EA showcase. Chet talks about developing for the 360, the troubles with cross platform gaming, and what Valve has brought to the table for L4D.
IGN: Co-op play is starting to come into its own this generation. Will it play a large part in the future of gaming?
Chet Faliszek: It's now really easy for you to go on a server and find your friends. We're doing a lot of work on Steam for Left 4 Dead, and our matchmaking there will be what you expect from a co-op game where you want to play with four friends. And that's bringing co-op to the forefront - that's where lots of people hang out with their friends these days, and you don't always have to be competing against your friends. It really is the core experience of four-player co-op - you're with your buddies trying to do these things you always see in the movies. You can see the interaction here today where everyone's screaming along and having a great time. That's the story of Left 4 Dead - you've got to play that part and then talk to your friends about it afterwards. We want to create the situation where you yell and talk about it, and it's like you're doing Mystery Science Theatre while you're playing the game. You see your friends die, you see your buddies being idiots and you talk about it. We want to have that level of interaction.
When asked about a possible demo, Chet responded, "We're definitely going to make it accessible to people so that they can make a decision based on being able to play it. I don't know yet how we're going to do it."
Also, GamesRadar has posted a preview titled Left 4 Dead's seven scariest moments where they describe the emotional ride that they experienced during their time with Left 4 Dead. Check out the interview here and the preview here.
One More Lombardi Interview - 5/1/08
Luke Guttridge at play.tm interviewed Doug Lombardi about Left 4 Dead. Lombardi says that development on Left 4 Dead started with a prototype by Mike Booth in mid-2005, which means it has been development for about three years. A number of the questions are about what zombie-genre films and games have been influential, and some of Valve's goals in design:
What's your favourite instance in the game?
A lot of stuff is being done procedurally, and there will also be a few scripted moments, so there's big crescendos, etc. For me, the best part is always when you've caught up and you think you're at the end of the level, and then something goes wrong and you're back in it again. That moment of excitement, when something swings from nowhere. That false sense of security. Just earlier there was a moment like that, and all four players went 'whoa, holy shit!'. That's the moment.
Whenever you play CoD 4, Counter-Strike or whatever, when you're playing with a good team, and its going well. When you've ground out that tough victory and everyone throws their hands up, that's the moments we're looking for. That's the big idea. When I hear that from play-testers I know we're doing something right.
More questions are asked concerning the state of PC gaming, and Lombardi says that Valve would love to utilize the micro-transaction business model that is so popular in Asia (with titles like MapleStory and KartRider being played my tens of millions of players) if they ever get a game that is a fit for it. If you didn't know, Valve is already working with Korean developer Nexon Corporation to develop a micro-transaction-based Counter-Strike game named Counter-Strike Online. It'll be interesting to see how that works out, and if its successful maybe the same thing could be done for Left 4 Dead. Also in this interview we have the most specific release date target ever, with Lombardi saying, "We're aiming for the first week of November on PC and Xbox 360." Cross your fingers.
L4D Lombardi Interview - 5/1/08
TVG sat down with Valve's marketing man Doug Lombardi to talk about Left 4 Dead. It starts off with the normal jibba jabba introducing the game, but a large portion dealt with Michael Booth and Valve's acquiring of Turtle Rock:
TVG: I understand this title was originally developed by Turtle Rock, Valve then acquired Turtle Rock, and you've been developing the title since?
Well, we were working together before that. It was always a co-production. They were working on Counter-Strike Source, and before that they did Counter-Strike for the Xbox. We wanted to hire Michael Booth back when we met him at E3 2003 I think it was, and he wouldn't leave Southern California for the rain of Seattle.
So we said, 'Okay, why don't you setup shop down there?' And he's an ex-Westwood guy so he started slowly picking off people from Blizzard South and ex-Westwood people - his old friends - to come and work with him on these projects. And, in the background of developing those Counter-Strike projects, he was sort of prototyping Left 4 Dead and coming up with really rough versions. We would playtest it, give him feedback and eventually it evolved into this. Over time we've had people that got interested up in Seattle who wanted to keep working on it and it just got to a point where we were like, 'You know, we're kind of like one company with two offices. Why don't we just go ahead and make this official?'
It's a good read, so head on over to TVG. They have also posted a 'first look preview' which states their concerns over the Xbox 360 version's retail viability (being multiplayer-focused) and a more general introduction to the game, find it here.
L4D Interview with Chet - 4/28/08
BT: And I'm guessing that the goal of each campaign is to escape and get to safety?
CF: Yeah, it's classic zombie movie stuff. The whole get to safety thing, we really wanted to play into all that. There's also a setup for people who just want to jump in and play a scenario and go through and play a quick game too.
True, there's less of a story that way, but even the story mode is made to be replayable, so we don't have any of these big scenes and we don't stop for anything. There are no pauses where we have a voice come in and say "and now what's happening is". It's far more natural and fluid than all of that. Instead, as you're running and gunning and building tension through these down periods you kind of build the story around you.
This is the first time we've heard of there being separate gameplay modes, a story mode and a regular mode. More on how the story mode might work:
BT: What puzzles me then is that you're the writer, but you said there wasn't any specific narrative or dialogue handed to the player? How've you helped to build that mood then?
CF: Oh, no, there is a narrative, but it's a running one. Lots of smaller pieces. We have a system which we use, which…it's like in Episode Two where Alyx makes some cracks about something and what she does is also remember those cracks and does stuff like commenting on your driving. You smash right into something and she's all "Hey Gordon, nice driving". Or whatever.
One thing we try to do is, when the player thinks they should be saying something then we try to have them say something.
Chet mentions that they've been experimenting with friendly fire - for example, if somebody is pinned down by zombies and you're trying to shoot the zombies off of them, you can't shoot your friend. Chet says running the four campaigns from start to finish will probably be about "six to eight hours of gameplay". He also says that they've been having outside people come in and playtest the game, including clans. We hope to hear more about the story mode and maybe how the Xbox 360 version might have played into that decision, but for now, head on over and read the interview.
L4D at EA Studio Showcase in London - 4/25/08
Left 4 Dead is being shown to the press at the EA Games Studio Showcase in London, videogaming247.com has posted an audio stream of Doug Lombardi's 3 minute introduction to the game (starts at around 2:00).
Journalists attending will be playing through a scenario and are allowed to film gameplay, so we can expect new previews and impressions in the next few days.
The biggest news so far is that Left 4 Dead is on track for a November 2008 release worldwide for both PC and Xbox 360.
CVG has posted three new screenshots which you can find here, here, and here.
Check back here for all the latest on Left 4 Dead, and if you find a new preview we haven't posted about, let us know in the forum!
Left 4 Dead heads to Russia - 4/11/08
Left 4 Dead is heading to Russia and other CIS countries, thanks to a retail publishing deal signed between Valve and Eastern European game publisher Akella. Akella is a 250+ man development and publishing house located in Moscow, Russia with a track record stretching back to 1993 of over 800 games published. Akella has partnered with over 50 other publishers in order to localize games for the Russian-speaking market.
"Akella is thrilled to be able to bring this unique game to Russian speaking territories. We are very excited by all Valve's games and pretty sure of huge success of this new cooperative shooter hit in Russia and CIS countries." said Vladimir Koudr, VP of Publishing at Akella, "Left 4 Dead is already highly expected throughout the world, and Russian FPS players are eager to play this game."
View the full press release here.
Left 4 Dead is now scheduled to release worldwide in Fall 2008, later than the previously stated "late summer".
RPS L4D Interview with Chet - 3/5/08
PC gaming website Rock, Paper, Shotgun has posted a new interview with Left 4 Dead developer Chet Faliszek covering issues as diverse as L4D, the development process, TF2, the writer's guild, and Bob Ross.
RPS: Do you think gamers really "get" Left 4 Dead? The survivor stuff is pretty straightforward, but there’s this whole asymmetric FPS thing going on… it’s different.
Faliszek: When we describe it people say "yeah, we get the zombie game idea", and then they actually play it and they say "oh, now we understand". It’s hard to translate that fact. It’s a game where you know where your team-mates are and you know what they’re doing, and you always have to be aware of them. More than any other game it has that thing where you have to work with the other players. When gamers get that they click and have the "oh wow" moment. That’s what it’s about: four guys trying to survive together. It’s not about the zombie thing, or the horror, it’s about these four characters.
RPS: It’s not like a survival horror experience, though. It’s more intense, less scary.
Faliszek: Yeah, I liken it to the final moments of Counter-Strike. It’s that bit where you’re the last one or two guys on the team and everyone is watching. If you screw up then everyone knows. In Team Fortress you can have a bad day and no one will really notice. You can be off somewhere spamming rockets and no one cares. But in Left 4 Dead you’re always on stage. You throw a grenade into the middle of everyone and they’re going to know it. That’s the intensity of thing.
Chet explains why all of the campaigns happen at night - the infected are still part human and therefore have worse vision when it's darker, so the Survivors only move at night to avoid more infected. More TF2 shorts are coming, and Chet says that "we'll do something like that for Left 4 Dead. We have a bunch of guys working on it." You heard it from Chet first. Other topics include Call of Duty 4, the writer's guild, Chet's job, moving Valve's properties to movies, Xbox 360 version developer Certain Affinity, and how much work is put into audio. Chet describing the Valve development process:
RPS: How are you guys feeling about the changes ahead for TF2?
Faliszek: Awesome! Robin Walker is a gaming God, according to PC Gamer [US] anyway. These guys play a lot and they know what they’re doing. I mean you see this stuff and react to it, but... did you ever see that painting guy, Bob Ross?
RPS: Sure.
Faliszek: Well it’s like that. He’s painting and puts this huge black splat in and you’re all, "Oh, you’ve totally ruined it now," but then suddenly it’s a painting of a duck. It’s the same with TF2. The changes end up making sense, even if you don’t get it right away. I have total faith.
Thanks to Rock, Paper, Shotgun and Chet Faliszek for providing us with such a great interview. RPS is a gaming news website dedicated to the PC, and if this interview is any indication, it's a site worth visiting. If you haven't yet, go read the interview! Also, CVG has posted a short Left 4 Dead preview from PC Gamer which talks about an aspect of L4D gameplay that we hadn't heard of before.
New L4D Trailer - 3/1/08
Check out a new trailer for Left 4 Dead, click here for the YouTube version uploaded by community member Darksora.
Awesome.
Updated: Sorry if you haven't seen the trailer yet, but it is continually taken down wherever posted.
GT TV and Eurogamer Preview L4D - 3/1/08
Left 4 Dead was featured on the latest episode of Gametrailers TV, and Eurogamer.net has posted a new preview, interview, and 6 screenshots. The Eurogamer article is split up into two parts, a preview of L4D and an interview with Valve's VP of marketing Doug Lombardi. The preview is a fun read, and talks about the difficulty:
Valve makes no apology for kicking us off on the easiest of the four difficulty settings, and takes an almost gleeful delight that we still suck at it. It knows only too well that we'll initially screw up, wander off, and get ambushed. Valve's ubiquitous VP of marketing Doug Lombardi and "Mr Awesome" Chet Falizsek wander past now and then, smiling ruefully to themselves as they spot our rubbish tactics a mile off. But everyone does it, so that's okay. As we progress, it's more than evident that the game revels in presenting a tough challenge - particularly for those foolish enough to reject the notion of team play. If you decide to play the renegade zombie killer who strays from the herd, expect the AI director to rain zombie death. Even a couple of hours of in, there's a real sense that this was a game where you'll enjoy the learning curve, rather than get frustrated with it.
Eurogamer is the first to mention the possible name of the hardest difficulty, with Doug Lombardi saying "on the insane level only the best people finish one out of three times." If that stays true, the difficulty modes are Normal, Hard, Expert, Insane. We hope that the 33% survival rate is brought down as soon as Valve has some time to work on the harder difficulty modes. Another piece is that "you pick which of the amusing character skins you want to occupy." This should make more than a few fans happy. Eurogamer ends their preview with the following impressions:
Given we were only able to sample a small portion of Left 4 Dead, the possibilities of what lies in store when the game arrives in September position it as one of our most wanted games of the year, just as it was last year when we thought it would be out then. The quality isn't going to fade. It's one of the few online-only games that we can foresee spending stupid amounts of time playing with our friends, and if I get to blow Tom up in an elevator it'll be sweet vengeance for all the times he kicked me off rooftops in Crackdown. I hate him.
Last night at 1AM EST Gametrailers TV debuted their latest episode dedicated to Valve. They hinted at CS2, Portal 2, and Episode 3 (despite the number, L4D is the one non-sequel in the bunch). The show featured an interview with project lead Mike Booth, quoted as saying Zoey is like "Alyx's hot little sister".
The above is a screen capture at 16:35 of the show, which is a nicely shot Tank feature with the Tank running across the streets tossing a car around. Right afterwards, at 16:53, the Witch is shown going from kneeling to standing up to running off which is some of the first clear Witch footage we've seen. Over half of the footage seems to be older Gametrailers.com features, but mixed in are newer stuff so it's definitely worth the time to head over and watch the episode.
New footage and 6 new screenshots, featuring a couple warehouse shots, a look at a new part of the Cornfield level (hilltop bridge), and a shot of Zoey fighting off the fence-jumping horde with a rifle on her back. We have added the video and screenshots to our Left 4 Dead media gallery, and on top of all that community member TheDark12 has posted the eighth chapter of his ongoing L4D story, so check it out.
