By Jorge Figueiredo & Shaun Hatton - October 3rd, 2009

At X’09, four big screens were set up to show off Left 4 Dead 2, each with a controller in front of them. Zombies groaned and shuffled along in the background as the game waited for players to dive into it. Michelle from EA was very excited about this Valve title and was incidentally pretty damned good at kicking zombie ass. Four of us each took a controller and assumed the role of one of the four survivors in the aftermath of a pandemic that left people as zombies.
As expected, the game looks pretty good if not a little dated. We’ve played Left 4 Dead on the PC when it first came out and weren’t expecting a drastic change in visual style anyway, plus its familiarity is kind of comforting. The most interesting feature of L4D2, however, is “The Director.” This is the artificial intelligence engine powering the game, which has been improved greatly since the first one, altering not only the difficulty of the enemies and the variety of weapons you pick up, but the environment (wall placement, weather, lighting). Consider us impressed!
The action was intense throughout the demo save for some short moments where the team regrouped, picked up supplies such as adrenaline shots and Molotov cocktails, and just waited for the next wave of attackers. Enemies were, for the most part, fast on their feet. As far as zombies go, they were more like the ones from the film 28 Days Later than the classic Romero undead. For a game, this makes perfect sense, as the aim (no pun intended) is to keep things exciting. If this causes anxiety on the player’s behalf, well, that’s just how it goes.
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