The Best of Left 4 Dead 2: Part 2

Continuing on from yesterday, here are my picks for the Best Rolling Crescendo, Finale, and Campaign in L4D2. Enjoy!

Rolling Crescendo

The Screaming Oak

Best: Dark Carnival’s “Coaster”

The Roller Coaster was the most fun I’ve had in Dark Carnival, besides the Finale. After coming out of the boring gallery shooter that was the Tunnel of Love, Ellis screamed out “Hey, It’s the Screaming Oak!”. After healing, I looked up to wonder what he was talking about. And lord behold, I shat my pants in excitement. A ROLLER COASTER! As we jumped over the fence to a maintenance boarding section, Nick said “Alright folks, looks like we’re gonna have to run the track to get over the fences.” What Ellis said next perfectly captured my state of mind: “You mean we get to run the Screamin’ Oak and shoot zombies? This is the best day ever.” What followed next was a combination of decapitation, screams, and adrenaline (both in-game and literally). I don’t think I have to elaborate on that much more.

Runner Up: Dead Center’s “Gun Shop”

The Gun Shop got second place simply because it’s the most creative of the Rolling Crescendo’s, but doesn’t pack the punch or awesomeness of the Coaster. Normally the rolling crescendos in L4D2 involve your running from A to B, but this one was a bit different. First, you are tasked with delivering the cola to the gun shop owner, who will blow up the tanker blocking your path to the mall. The cola itself is not a held on back item, you actually have to hold it. This means one of your team mates is vulnerable from the moment they grab the soda in the store to the moment they are franticly running up the street to delver the cola to the gun shop owner. With the addition of melee fatigue in campaign mode, the event is made that more exciting and frantic. Continue reading

The Best of Left 4 Dead 2: Part 1

I’ve had time to play the entire game in Campaign mode, and now it’s time for me to offer my thoughts in a two part article. And now, The Best of Left 4 Dead 2.

Squeek!

Uncommon Common

Best: Clowns

Clowns are creepy. And in this game, they are creepier. The ominous squeaks of the clowns in the darkness of the carnival grounds only get creepier. And not only that, they actually serve a game play purpose. The squeaking attracts lingering infected, bringing more to your location. This fun mechanic, combined with the populations distrust of clowns are what help make this UCC fun.

Runner Up: Mudmen

The Mudmen of Swamp Fever are the runners up here. The knee high water in many areas are perfect for concealing Mudmen, and scared Brad and I several times while we played through the campaign. The too have a game play purpose, similar to a boomer. When they hit you, mud blocks your vision and takes a few seconds to fade. While this won’t bother most players, it gets a bit intense when you’re surrounded by a horde with several of these guys attacking you, making the mud appear constantly, and almost never fade. Combined with the fact that they run fast and down low, you are at higher chances of missing them, which makes them all the more fun and atmospheric.

Continue reading

The Headwear Problem: The Bad

In this 3 part series, contributor Dan talks about the effects of Hats in the Team Fortress 2 Community. In this segment, Dan talks about the negative effects of hats on the Team Fortress 2 Community, and some ways Valve could fix their pain.

As I wrote about in the last segment, Hats are very beneficial to Valve as a company but can be a bit annoying to players who don’t have any. Most of this complaining is due to the human emotion of greed, but there are some genuine concerns, and as a company Valve would be smart to at least listen. Let’s take a quick look at what makes players dislike Hats (or more accurately, the means of obtaining them). Continue reading

The Headwear Problem: The Good

In this 3 part series, contributor Dan talks about the effects of Hats in the Team Fortress 2 Community. In this segment, Dan talks about the positive effects for Valve as a company, which could translate as not so positive for some players.

Back in May of this year, the Team Fortress 2 team introduced a new drop system for weapons and included a few bonus items that you could acquire. While the new weapons that accompany new Class updates serve a purpose (giving existing players new ways to play, or adding a new mechanic to add another layer to the class), these new bonus items did nothing. Absolutely nothing. But people needed these useless items. They complained on the official forums about not having any (and still do to this day). They analyzed statistics, and gawked at members who had 3 or more of them. Even worse, veteran players saw mere newbies get these useless items and raged to a level thought impossible. What am I talking about? Hats, of course! Continue reading