Left 4 Dead: Fear and Loathing
Sunday, August 2nd, 2009When I first got into Left 4 Dead, I knew there would be moments of high-octane action, but I was hoping that would be in addition to tension. I was looking for build-up, for suspense. For long, slow, quiet dread. I wanted to take it slow, let the threat of being in a town inhabited entirely by monsters in the night become almost unbearable. Basically, I was hoping to be at least a little scared. Is that too much to ask in a zombie game based around survival?
Unfortunately, this is a rising trend in video games of this ilk. Resident Evil has even changed things up to be more about intensity than fear. What was once Survival/Horror is now just… Survival. I must beg the question: Why did this happen? How does removing the fear aspect from a Horror game somehow make it better? Why do game developers these days think you can’t have both?
Because they want the Halo dollars. They know the kids will pick up any dumbass game where you charge through everything without any creeping threat of repercussion. No anticipation. No strategy. No tension. No journey. Just nonstop, self-deflating climax. Games are too easy these days, so to hide this, developers will just make the enemies hit harder, instead of smarter. All this does is make an occasionally manageable game into a frustrating pit of anguish. Why sneak around when running into enemy fire blindly shooting without regard for accuracy has been rendered the wisest plan of attack?
Video games are being made to eradicate our attention spans. They’re recruiting a twitch-kiddy fanboytallion to rely on buying up every shitty new Call of Duty time and again. We are being trained to become ADD-riddled Pavlovion dogs. Half-Life 2 allowed for scenes of rest, of uneasiness, of quiet. In a zombie game, you’d think Valve would allow more of this, in accordance with the fact that zombies are supposed to be scary. Instead, Left 4 Dead’s AI Director reprimands the player for not racing through every stage in record time, by dropping a swarm of zombies on your ass. Any experienced player will tell you the best thing to do is to just rush through every single part of the campaign if you want to avoid dying. Why even bother crafting these lush and detailed stages if nobody at Valve wants us to stop and appreciate them? Why not just make the levels a bunch of featureless cubes in an underground bunker? Like the days of the N64. At least then you wouldn’t be confused by where you’re supposed to go, and it would certainly save time and resources.
Left 4 Dead is trying to be a sugar-fueled Smash Bros. of zombie games. It’s trying to be a “party” game. My theory is they did this to gain a wider audience, instead of a better one. This explains its addictive qualities, but also its shortcomings. The problem I have is similar to what Tycho recently went through with Bookworm Adventures 2. I hate the game they tried to make it, but love the game it sometimes becomes, either through accident or rebelliousness of its original design. And even the game they tried to make wasn’t all that great by its own standards. What they could have had, though, shines through once in a blue moon and you realize just how under-utilized and undervalued this property is to them.
There is no reason why Valve can’t have a fast-paced shoot-’em-up, AND a sometimes smart, sometimes terrifying slow crawl through the muck. You can have that cake and eat it too. It’s all about trickery, knowing when to make the player think something awful is in the woods, and knowing when to bring that nightmare into better focus. It is not about constantly throwing in wave after wave of annoying monsters because someone dared to enjoy their product. Expert mode might be a cause for outrage, but it’s the only mode that comes with the possibility of losing. That’s the closest to fear you’re gonna get out of this game.
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~A.H.




