Left 4 Dead 2 (2009 Video Game)
9/10
Groovy...
19 June 2013
Three or four weeks after the outbreak began(depending on the source you go by), the optimistic rescue attempt(the government's response increases over the course of this) leaves some standing on the rooftop, looking at the helicopters flying away, and realize they have to take things into their own hands. Nick(a gambler and small-time hustler), Ellis(chatty and upbeat young mechanic), Rochelle(low-level employee of local TV station) and Coach(overweight African-American who trains high school football) will have to make their way from Savannah, Georgia to New Orleans(this really captures the flavor of The South, in aforementioned characters who have personality without being obnoxious, the fast-paced if lighter score, the areas, etc.) in search of a safe place to stay.

They will move through a carnival(clowns! Honk their noses, take 'em out to stop their squeaky shoes from attracting more!), swamp, a deep forest(did I mention that this has some levels that take place during daytime? This creates a stronger contrast between the brightly lit outdoors and the pitch black deepest inside areas - plus, running around, with the undead around, in the sun? That's just plain creepy), a mall, a cemetery(much bigger than the other one, and it's too obvious to not do... sure, they don't unearth themselves, still), a huge cornfield(look above to spot a sign on a building to see if you're even going the right way!), small towns, and, where the FX enhance the atmosphere, with the slight increase in continuity and/or story not locking it in place(the AI Director 2.0 will keep you guessing, changing things like weather, objects and paths depending on what you are or aren't doing, it still feels alive and is endlessly replayable), rather making it have an impact - Hard Rain is a *journey*, as you make your way from a vehicle, to gather gas, and all the way back, as the downpour grows terrifyingly, hampering visibility and even making it difficult to hear if danger is near. And right where they start? Atop a hotel. Which is partially on fire. Smoke obscures the view, flames block the path as debris did before.

In total we have 7 new campaigns, for half to a full hour per, with 3-5 parts each. The 6 of the original return, and with all the new content and variety, this won't wear out its welcome anytime soon. I don't know why not all 20 Survival(and that can now be played with a team controlling the Smoker, Hunter, etc.! Swap places, beat the other guys' time) stages return... only 4, from The Sacrifice and No Mercy(so not even all of them), and they're joined by 13 new. The one new mode has 16 total, 9 for this and 7 from the '07 ones(not just the same): Scavenge. Gather the 21 gas cans and fill the generator. Timed, so don't dawdle, and if too long passes with you not getting further, that's it. The other team will have tried to prevent you from getting them all, and will have to top your score, however high or low, to win. This is distinct from regular Vs. - everything in this complements, fits, doesn't replace and doesn't rehash - in that there's always a rush, it's in a single small area, and that camping is not an option.

In fact, that does seem to be a priority with this, preventing that, the death of all creative approaches to online shooters. The aforementioned is also present in regular play, as one of the two new crescendo event types - refuel something or otherwise transport one or more items from one place to another before you can proceed, with the final one being the Gauntlet, where you have to get from points A to B - and you'd better be ready, because it's a relatively tight corridor, it's far, and you have to keep moving(once you get there, it has either the end, or the button to turn off an alarm that keeps luring foes in). These make it vital to take an active part in these climax-like portions, and one that, like when making your way forward in general, may be unique; how many will transport the important thing(which prevents whoever is carrying one from attacking... and if dropped, they are volatile, this is gasoline we're talking about), how many, if any, will cover them? And if you're almost there, should you turn back to help if needed, or come back after securing victory?

Further keeping you on your feet when taking on the role of one of the humans are the three new Special Infected, all of them filling niches and mending holes in their side's tactics. The Spitter has a projectile that does splash damage, has good range and who won't be immobilized from using it. Don't stand so close to me! That goes for The Charger, as well - a faster, less armored version of The Tank, he'll bowl right through all four of them, sending them in different directions, grabbing one, and rushing further, until he hits a vertical surface. Or goes right off an edge(if he doesn't, he'll pound the one he got into the ground until they die, or he does, at the hand of the others). The Jockey steers the person he's on the back of away, and possibly into something that'll hurt 'em... like one of the many, and no longer always stationary, Witches.

While the arsenal is made up mostly of the same kinds, each now has at least two within that(all useful, yet with different stats), and you're more likely to find a replacement gun than additional ammo. Save your bullets, or lose, if you have, a laser sight or incendiary/explosive clip? You can replace your pistol with a mêlée weapon(like a chainsaw!), with instant-kills in an arc in front of you.

There is constant detailed, bloody, disturbing gore and violent content in this. I recommend it to anyone who's ever enjoyed a post-apocalyptic zombie concept. 9/10
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