PCPOWERPLAY

Comeback King

How LEFT 4 D EAD cured a toxic LAN environmen­t.

- By James Davenport

Left 4 Dead represente­d a turning point in how I socialise through games. In 2008, LAN parties were still around and I had a good group I’d play games with at my old IT gig at the University of Montana. We’d take over the office after-hours and run through a list of custom Warcraft III games (a lot of the original DotA before I realised what a mistake I was making), some Quake and Unreal, Counter-Strike and the like. The common thread: all competitiv­e. Worse, so was everyone in the room. Things got heated, and after a lifetime of football and wrestling coaches teaching me how to boil blood, I shut down the moment someone took a game too seriously. I still do.

Left 4 Dead changed the mood completely. We went in on a few of those early four-packs and spread them around. No one was particular­ly excited about Left 4 Dead, but it was a Valve game so we had to give it a go. We didn’t play anything else for the whole semester.

We started inviting more people to game nights because working together to survive a zombie apocalypse was a far more appealing activity than getting wiped by Mike in every game ever. Enough people of varying skill levels would show up to get a few groups going, each dancing with the AI director at their own lovely rhythm, bouncing between despair and hope. The screaming in the office shifted from anger to a chorus of yelping barely discernibl­e as calls for help and ensuing thank-yous. Rather than end each session deflated, saying nothing and shambling off to our dorms, we’d stick around or walk somewhere together, maybe get food, breaking down a dramatic standoff at Dead Air’s refuelling finale, or how

everything nearly went to shit in Blood Harvest’s cornfield sprint.

After mastering the campaigns, we entertaine­d the idea of trying out the versus mode and, yeah, that had me worried. See above. Yelling. Fragility. I tensed up at the thought, but Left 4 Dead’s versus mode never dipped back into that volatile competitiv­e mood. Coordinati­ng the perfect Smoker pull and Hunter pin combo to split up the survivors always carried more of a prankingyo­ur-pals energy than any spectre-ofmy-disappoint­ed-dad vibes. Versus was cunning and playful, hewing closer to hide-and-seek than the pure reflex-driven play of most competitiv­e shooters. We stayed jubilant and friendly. The dingy basement IT office lit up with whooping and back claps like a damn mead hall. God I miss it.

LAN 4 DEAD

It’s odd, seeing the LAN culture fade so quickly after one of the best LAN games I’d ever played was released. Forces beyond our little IT office’s control, I suppose. But it’s OK. Sometimes we’ll manage to get a fragment of the group together for some modded nightmare run of a custom L4D2 level, Teletubby hordes chasing us through Mario’s palace or something else normal like that. And with Back 4 Blood on the horizon, old text threads are creaking back into motion. I wonder if we’d be so adamant about keeping in touch if we kept playing Quake and DotA, pissing the bed with every bad game. Would I even lament the slow death of LAN, or would it be a relief to me?

Left 4 Dead made finding positive social connection­s in games a guiding principle for me, something I take into considerat­ion with every multiplaye­r experience. Some genre fiction paved an avenue for amazing friendship­s. How great is that? And, yeah, we’ll never be in the same room together again, but that’s OK. A lobby’s a lobby.

 ??  ?? LEFT: All these zombies could use a hug and some words of affirmatio­n.
LEFT: All these zombies could use a hug and some words of affirmatio­n.
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