Of course, with it being in alpha form on PC, it has its issues. The magic of online gaming has never been lost here and Back 4 Blood does so many things right to invoke that once more. You could team up with a group of strangers and by the end of the run you felt like friends. By the end of a run, you and your three companions will work together or you’ll die together.įundamentally, at the heart of it, this is what kept Left 4 Dead going for so many years. Why bother using the bandage yourself when a teammate could do with it more? There are small obstacles and puzzles that often mean sticking together is your best bet for survival. In this sense, resources and health tend to pool together. You don’t have a huge pile of health and it doesn’t restore naturally. There’s also a somewhat tactical nature to the way Back 4 Blood runs. There’s something incredibly satisfying about popping the head of an unsuspecting zombie or bashing down a door to throw in a sneaky grenade. It doesn’t feel too dissimilar to the FPS greats in that way. Hoffman’s starting pistol is both satisfyingly weighty and very accurate feeling. Luckily, the gunplay feels so great, it never feels like a chore to continue on. You can’t just back out and take a breather you have to continue on. They both have an oppressive difficulty that doesn’t stop until you get much deeper into the level. Even on its classic difficulty mode, it feels rather similar to the likes of GTFO in its difficulty. These add special zombies into your runs that make them even more difficult – something Back 4 Blood knows a lot about. The risks in Back 4 Blood are made even higher by corruption cards. This does what good roguelikes do – it promotes an organic risk/reward system. You could save up, in the long run, to buff your weapons somewhat, or spend it early to keep you and your team running. This can be something small and usable like a grenade or some bandages, or it could be a sight for your gun or more space for ammo. In each safe house, there are boxes where you can purchase things for your character. The money system in Back 4 Blood also promotes constant change. These roguelike changes don’t just stop there. This level of unique runs is only heightened by the card system. This allows a decent change each time you swap characters. Where one has a pistol and perks for better accuracy, another might rush with a bat. Each main character – of which there are 4 – have unique playstyles, weapons and perks. The characters you play as almost invoke a hero-shooter style group mechanic. Planning at the start is perhaps the single most important part of Back 4 Blood. Before each stage, you had time to stock up, look around, plan out your route and rush it. In the alpha, there was one playable campaign taking about an hour with four main stages. This can be hard to do with multiple mutated zombies clamouring for your flesh. It adds snippets of roguelike elements and an inventory system to keep you engaged but not overwhelmed – the whole point of these types of games is to try and not get overwhelmed. This being said, it’s a good bit more too. Yes, Back 4 Blood is quite like Left 4 Dead.
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