Keep­ing an eye on the coin-op gam­ing scene


In 2006 Taito brought Half-Life 2 to Ja­panese ar­cades as Half-Life 2: Sur­vivor. Housed in a cum­ber­some cab­i­net with foot ped­als and two sticks, it found its way west only at Valve’s Seat­tle HQ, and was gen­er­ally poorly re­ceived even in Ja­pan. Un­de­terred, Taito is re­vis­it­ing the ex­per­i­ment with Left 4 Dead: Sur­vivors.

Sur­vivors is Taito’s third no­table at­tempt at bring­ing a first­per­son shooter to Ja­panese ar­cades but is the first one to es­chew the ped­als and sticks in favour of a mouse and Wii-style nunchuck – hard­ware that might not last very long in the wilds of a western ar­cade.

Like Half-Life 2, Left 4 Dead: Sur­vivors uses ex­ist­ing Valve as­sets for its lev­els, but lo­calises the char­ac­ters as Ja­panese stu­dents on a school trip. Col­lege bro Kudo Yusuke fights along­side tour guide Kirishima Sara, to­ken blue-jeans Amer­i­can Blake Jordan and in­evitable Ja­panese school­girl Haruka Hirose. Games are time­lim­ited us­ing Sur­vivor Points (SVP), which are scat­tered around as col­lectibles, and when your SVP runs out the game is ended with a re­lent­less s and overwhelming zom­bie rush. sh.

The game’s me’s late-May lo­ca­tion on test was pop­u­lar ar but re­ceived a cool re­sponse from rom play­ers, who ho crit­i­cised the he game’s con­trols, ntrols, voice act­ing g and dif­fi­culty. ulty. They’re eas­ily sily fixed woes, s, but likely symp­toms of a deeper er prob­lem: like ike Half-Life 2, , Left 4 Dead was s never meant nt for ar­cades. s.

Game Left 4 Dead Sur­vivors Man­u­fac­turer Valve/Taito

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