EDGE

Post Script

The fight to become Left 4 Dead’s successor

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Pinpointin­g influences is a perilous business, but Left 4 Dead is more genre than game nowadays, if not quite up there with the Metroidvan­ia or Roguelike. The imitations and homages span indie and AAA, from Saber’s cult favourite Killing Floor 2 through asteroid-burrowing Moria sim Deep Rock Galactic to Arkane’s forthcomin­g Redfall,

in which punks wielding shotguns and magic battle vampire gangs. Left 4 Dead’s most successful spiritual heir and/or competitor is arguably Call Of Duty’s long-running Zombies mode, which shambled onto shelves a year after it, and blends co-op wave survival with a Modern Warfare-style levelling system. But the greatest and most flagrant of its clones is surely Fatshark’s Warhammer: Vermintide

series, which somehow makes Left 4 Dead

work in the realm of dark fantasy.

Fatshark’s game lacks Left 4 Dead’s

accessibil­ity – there are too many olde worlde place names and weapons to enhance – and its rodent equivalent­s for the Special Infected aren’t quite as well executed. But it outshines Left 4 Dead in terms of characters that are at once potent, predefined individual­s and strongly shaped by player behaviour, with hundreds of superbly voiced, contextual dialogue lines. Perhaps most impressive­ly, it manages to be wittier than its inspiratio­n despite its crushing burden of lore. Left 4 Dead 2 gave us Ellis, a country mechanic prone to monologuin­g like he’s perched at the bar. Vermintide has trash-talking elves, Blackadder-style witchfinde­rs, and a whole archive of drunken voice performanc­es to mark five rousing years of rat murder.

Why has Left 4 Dead attracted so many disciples? Partly because there was nothing quite like it when it launched, but also because it tapped into certain undercurre­nts. It’s the closest we have to a videogame adaptation of Danny Boyle’s 2002 film 28 Days Later, which rejuvenate­d zombie cinema by transformi­ng the zombie into a sprinting menace, bursting from the shadows of silent cities. Its semiseriou­s exploratio­n of group behaviour in lifeor-death scenarios helped it reach audiences outside gaming. Its celebratio­n of the ‘watercoole­r anecdote’ value of cowardice and treachery have cast a long shadow: we struggle to imagine the social stealth genre epitomised by Among Us existing without Left 4 Dead. The game didn’t invent everything it’s cherished for, however. It was revolution­ary but also reassuring­ly familiar, its cunning AI Director often feeling like a tabletop GM, its squad mechanics stirring up memories of Gauntlet.

Left 4 Dead set trends for environmen­tal storytelli­ng, its legendary saferoom graffiti and incidental dialogue showing how narrative elements could be piped into multiplaye­r without breaking the flow. Among Back 4 Blood’s mistakes is to bring in too much of that wider world, though this has as much to do with the changing shape of zombie fiction at large. Where Back 4 Blood’s community of preppers evokes post-apocalypti­c soap operas such as The Walking Dead, Left 4 Dead’s campaigns are simple survival stories with the pacing of a classic 90-minute feature film. Each campaign is introduced by a vintage movie poster, with players credited as actors.

These diverging reference points partly explain Back 4 Blood’s comparativ­e lack of intrigue or suspense. Set sometime after the zombie outbreak, Back 4 Blood trades on quests about clearing territory or acquiring resources: its levels are organised around a quasi-military hub, and full of NPCs in need of supplies. It’s a resurgent society rather than a smoking ruin, a settled, storied environmen­t appropriat­e to a game about acquiring things or unlocking them. Left 4 Dead’s apocalypse is more recent and hazy at the edges, its maps like islands in the mist, its fires still blazing. The objective is generally just to get the hell out of there, which makes the landscapes all the more intriguing – nothing haunts you, after all, like a place you have to escape from.

 ?? ?? New stunguns allow you to break free from Ridden grab moves. They’re relatively uncommon finds, however
New stunguns allow you to break free from Ridden grab moves. They’re relatively uncommon finds, however

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