Left 4 Dead 2
Valve's Doug Lombardi on frying pans and forum wars.
It's hardly normal for fans to become enraged by the announcement that a best-selling game is getting a sequel sooner than expected, but Valve has never been a normal videogame developer. When Left 4 Dead 2 was announced at this year's E3, the community was divided between those who were more than happy to fight the horde afresh in sunny New Orleans, and those concerned that a company synonymous with free DLC was about to cut its recent multiplayer crowd-pleaser loose less than a year after its release. (At least everybody agreed that smacking the undead around with a frying pan was probably a positive development.) We sat down with Doug Lombardi, Valve's vice president of marketing, to talk about the past and future of the Left 4 Dead franchise, the perils and perks of procedural pacing, and how the company makes all of its games "inside-out".
Eurogamer: Left 4 Dead 2 seems to have progressed at a distinctly un-Valveish pace. Why is that?
Doug Lombardi: It really depends on the kind of game you're trying to build. When you're making a Half-Life 2 sort of game, you're hand-stitching every moment of the gameplay: the scripted sequences, the dialogue, the close-ups. With a multiplayer game, there's different criteria: weapons, sounds, levels and things like that, but you don't have a lot of this really arduous hand-stitching that you have to go through on single-player. The other thing is that on Left 4 Dead, we have the AI director, which allows us to get stuff up and running really quickly. Then there's just the amount of people you have working on it, and the number of good ideas that are just slam-dunks. The Left 4 Dead 2 team is 30 to 50 percent bigger than the first team was at its largest point, and they had a lot of ideas coming off the first game that were just slam-dunks. There wasn't a lot of testing involved in, "Shall we put a frying pan in?" Yes! We don't need to test that.

Fire-resistant infected are just one of the ways Valve is trying to kill you.
Eurogamer: What happens from a development perspective between realising you have more Left 4 Dead ideas to deciding to put out a full sequel?
Doug Lombardi: It's completely inside-out. We're privately held, we've been very fortunate in the sales of our games, so we have absolute flexibility on what we want to do and when we want to ship it. Everything starts off with a whiteboard exercise, where we get all of our ideas up on the wall, and then we try to figure out how to get that into customers' hands. In Left 4 Dead's case, there was a bunch of stuff we wanted to do: get the other versus campaign modes out - some people were tinkering with survivor mode, that kind of stuff, and that just made a load of sense for DLC. But then there was other stuff: we want to change the way finales work, we want melee weapons, we want to do more with the story. Okay, that side of the whiteboard is feeling like a different game. That's really the process it went through, and then timing is just looking at all the things you want to do, and then you make your best guess on scheduling.
Eurogamer: So at the moment, you have separate teams working on Left 4 Dead 2 and supporting the original game?
Doug Lombardi: There's a couple of different teams, actually. There's guys working on Left 4 Dead 2, guys working on Left 4 Dead 1 stuff, and then guys working on the authoring tools for Left 4 Dead - the mod-making stuff. Regarding the Left 4 Dead 1 content, we'll be announcing stuff in the coming weeks, but there's nothing I can say about it today.
Eurogamer: Did you expect the negative reaction from some fans following the announcement of Left 4 Dead 2?
Doug Lombardi: We obviously listen to the community a lot. That's one of our staples. Did we anticipate it? No, we didn't, but I think that one of the key things is: announcing Left 4 Dead 2 doesn't mean we're abandoning Left 4 Dead 1. Another thing is it's important to remember that E3 is where you go to announce new titles, specifically titles that are coming to retail. We do press there, but it's not really a venue for announcing DLC or mod tools. So I think there was a little bit of confusion that we created unintentionally, by announcing a sequel and not having the complete story ready: announcing it and not saying, there's still a lot of stuff being worked on for Left 4 Dead 1, and the mod tools will work with both games. I think that, over time, folks will see what we're up to, and there's more of this story to be told in terms of what's to come for both games.

Gauntlet sections will funnel you along at pace, slaughtering you if you pause.
Eurogamer: Left 4 Dead 2 is going to have an increased focus on story, an element that was trimmed in the first game following play-testing. Is there a danger with a game like Left 4 Dead, where so much of the fun comes from players' own anecdotes of escape and last-minute disaster at the hands of the AI director, that the story you're trying to tell gets in the way of the players' personal stories?
Doug Lombardi: Yeah, and we have to be careful not to go too far with this property. We saw a number of reasons to pull back with the first game, primarily because the replayability suffers with a scripted sequence: if you come back and you have this procedurally-generated campaign in terms of the enemies and weapons, and then every time you go through it there's a long bit of scripted story at the beginning of the third level, that screws up the suspension of disbelief that it's different each time you play it. It's gotta come out. Then, more specifically, we had much more dialogue amongst the characters originally, and that was really getting in the way of people understanding the co-op nature. We saw something similar when we were playtesting Portal: in the first iteration it was much more lush in terms of graphics, and there was just a bunch more crap in the levels, whether it was furniture or whatever, and people were having trouble identifying the pathways they had to go through to solve the levels. We had to make it this sparse environment to get to the gameplay.
Now, with Left 4 Dead 2, we've learnt that the big scripted sequence in the middle of the campaign really breaks stuff, so we're not going to do that. We're definitely by no means trying to make this a Half-Life 2-style game with heavy dialogue and story stuff. But what we do think we can do is, out of the game and the movies, bring more story to the game in terms of the players' dialogue. Then there's little tricks we did in Half-Life and Portal: televisions and radios and writing on the wall is a great way for people who want that story to get it, but for people who just want replayable co-op, they can just blow through.
Eurogamer: Even with Left 4 Dead's AI director, after a while, players spot techniques that they can exploit again and again - things like getting into a corner to keep the horde at bay, for example. How do you ensure things stay fresh?
Doug Lombardi: That's one of the reasons we went for a sequel. We realised people were kind of gaming the game, particularly with that backing-up-against-the-wall stuff. So for one thing, we're redesigning the finales, and turning them into scenarios where we put you on the run: you have to keep moving, or you'll get overloaded. Then there's new bosses like the Charger - that big wild arm, that's to bat you around and move you about. You can pretty much be guaranteed that if you wedge yourself up against a wall, you're going to see a Charger pretty quickly, and he's going to swat you away.
There's always going to be a level where, when people get 100 hours in, they're going to discover a way to game the game. That's fine. And then we'll figure out how to counter it again, and give them something else to figure out how to break.
Eurogamer: Did you ever discuss using the AI director to move actual geometry around, or is that something that's just never going to be a good idea?
Doug Lombardi: It's something we're toying with. In New Orleans, the coffins are above ground, so you have these mini mausoleum buildings, for example: the first time you go through, the mausoleum will be laid out in a certain way, and the next time it will be different. It's not quite random level generation, but it is doing things with world objects and pathing to give you one more thing to keep you on your toes. Another thing is weather effects. When you're in the swamp for example, you're up to your waist a lot of the time, and one thing we might do is roll in fog effects, so you've got enemies coming at you from ten feet of visibility. Obviously, only if you're doing well will you see that, but it's another way to tailor to people's skill set.

L4D2 has new characters and they have a bit more to them, but Valve knows the best stories are the players' own.
Eurogamer: Is there a point at which Left 4 Dead and Half-Life 2-style design ideas will start to converge? Is there an opportunity for procedural single-player games that still have really dramatic scripted sequences?
Doug Lombardi: The AI director - I don't want to say it fell out of Half-Life 2, but it was definitely a jumping-off point of stuff we did in Half-Life 2, particularly Episode 2. There are a couple of key battles where the number of Combine, and where they come at you from, uses something like that. It's much cruder than what we accomplished with Left 4 Dead, but there was some of that there. I think you can definitely extend that. You're still going to have that moment where you need those big Half-Life and Modern Warfare set-pieces where there's got to be some hand-stitching: by nature, that's going to be the same each time you play it. So it's weird: you're mixing replayable sandboxes with these climax moments which aren't going to have that - at least for the foreseeable future. I don't know to what extent that's enjoyed by the consumer. I don't know how many times people would be willing to play the single-player part of the experience.
My hunch is that, in the case of Half-Life, or Half-Life 2, or Modern Warfare, there's a chance that a higher proportion of people finish those games because the combat didn't feel like a shooting gallery and the climax were really satisfying. But my hunch is that people finish those games, and then they don't say: "Wow, that was so good, I want to play it again." I haven't spoken to people who have said, "I wanted to play Half-Life 2 ten times." Instead, they want to find out who the G-Man is.

Infected will now bust moves between takes thanks to the new choreography director.
Eurogamer: On that subject, as Half-Life 2: Episode 3 will presumably bring large parts of the narrative to a close, are you wary of explaining too much? Do people need to have some kind of mystery left to ponder on?
Doug Lombardi: Yes, I think part of the fun is definitely the secret part of it, letting the community find stuff and theorise. There have definitely been people guessing what was going to happen, say, before the episodic games come out. It's funny because a couple of people are really on the money, a couple of people are just totally out there. It's fun for us to watch that, and, of course, it encourages us to be more misleading and mysterious about stuff.
Eurogamer: Have you been working throughout Half-Life 2 with a strong sense of the ending, or has the approach been more flexible?
Doug Lombardi: There's a little bit of both aspects. You have to have basic direction, and basic groundwork: Freeman's relationship to the G-Man and that sort of stuff. But things like the decision to axe [a major character] at the end of Episode 2, that wasn't planned when we were making Episode 1. You have to allow yourself that freedom, both in terms of story and the basic gameplay. I mean, Ravenholm was at the end of Half-Life 2, and then we were playtesting with outside people and they were saying, "Wow, this gravity gun's the best thing in the whole game!" so we were like, "Ahh, Ravenholm's the second chapter in the game now!" I don't think we planned to keep Alyx around or as prominent after Half-Life 2, but as soon as we showed it, people just gravitated towards her, so, okay, she's going to play a bigger part as we go on. You have to be able to respond to what people want. You want to see what the common themes are that resonate, and then turn up the volume.
Eurogamer: On that subject, can you say anything about Half-Life 2: Episode 3 or Portal 2 yet?
Doug Lombardi: Nope! [Laughs.] I really can't say anything. We're always trying to do new stuff with every game we put out, but beyond that there's really nothing I can say.
Doug Lombardi is vice president of marketing at Valve. Left 4 Dead 2 is due out for PC and Xbox 360 on 20th November, and we'll have a more extended hands-on soon.
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Comments (60) 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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I still think - and I didn't think this up, but I can't remember who did - that Left 2 Die would make a better name for the sequel.
Still, I'm sure it will be good. I can only hope EA decide to port it to the PS3
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spoilt kids loose
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I played L4D1 on in-room co-op with my housemate and it's a great game, so I look forward to the sequel.
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Or, in other words, "We can do whatever the fuck we want". And I salute them for it.
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While I wasn't a massive fan of the original (it was decent enough, but just didn't have much going for it extended play wise for me), it was still a great game, and hopefully this will be an improvement (the Gauntlet sections sound cool, and it sounds like there will be more variation to make replaying levels more exciting)
I'm a sucker for valve games in general, so yeah, will probobly get it (I usually end up caving in and getting the preorder as it works out cheaper, at least until a weekend deal)
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Definitely looking forward to HL2:Ep3 too, and Portal 2 nearly as much; and TF2 just gets better and better.
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Its not coming to PS3 thats for sure.
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I guess it was just not for us.
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Also what were the sales of L4D on the 360 like? I'm the only person I know that has it.
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Nobody is forcing you to buy the sequel. The sales will tell if it was a good move by Valve or not to release the sequel this soon. Vote with your wallet. Im buying day one without hesitation.
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Let's agree to disagree on this then. I agree with your comments on Fallout 3, now that's a great 'care package' for consumers righ there, sure you have to pay for it, and if you buy all the content it adds up certainly, however you don't need it, you get a complete game without it anyway (apart from perhaps not being able to continue playing after the end). If you do buy it all though, you get a hell of a lot of bang for your bucks.
As for L4D there will be further support, and for those of us who want to move on we can buy the next version if we want - nobody's forcing you to, so perhaps get off your soap-box?
Go ahead and click the little red nerd rage button next to my post, I love it when I'm told off, makes me so hard in my pants.
I love it when 'tards are let out for the day and spend the day spouting tosh on the internet - great stuff, you're my hero of the day.
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This I agree with.
I have Left 4 Dead for the PC and it's fun and a good laugh for the odd 10 to 15 online session but it feels like a Half-Life 2 mod to me and it's not something I could play for hours on end. It's far too shallow for that. Valve have also missed out on an opportunity to make a decent single player campaign with a story line (a la Dead Rising) too so the game feels somewhat half-baked at best. What it does it does well enough but there's no substance to the game to keep me playing it.
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Supposedly the first game had that, but they cut it as it was too confusing for people play(test)ing it. That given, I'm not sure why picking one of several linear paths wouldn't be doable.
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I can conly say that i think much of the technology is staying the same and minor improvements are happening, meanign they are really milking the product a bit, but it also sounds like there is alot of milk in it!
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it is odd though, given how simple the game is to play, how many hours i have put into it. maybe i'm simple.... :S
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The game still feels unfinished - hell, if you fail to connect to a server it dumps you to the main menu and you have to set up your preferred difficulty and map again. But I've been playing in the mistaken belief that they would flesh out the game into the kind of online shooter that other companies would release. It started off with four campaigns, only two of which could be played team-versus-team. And no provision for custom maps. That's hardly up to the standard of, say, the Unreal Tournament series, right?
But we kept playing, and waiting, and keeping the faith. And we got an update - the Survival gametype. And it was, well, a bit rubbish. Essentially, take out small portions of existing maps, close off exits, then just add a timer to see how long players would last in it. It can't possibly have taken long to create, and it's not taken off at all.
So the E3 announcement for L4D2 did sit ungraciously with us. It was just ill-mannered to say they'd be releasing a new version with all of us still wondering when they'd pull their finger out regarding the old one. When L4D was released Valve staff affirmed to the press that it would be augmented continuously in the style of TF2 but we haven't seen that at all. After E3, it felt that L4D2 would actually BE all the updates that Valve said they would supply L4D. Valve are also on record saying they release free DLC rather than nickel-and-dime existing customers to encourage more people to buy the original. But putting all the new content into one package and charging full whack for that is equivalent to charging for DLC.
So when Valve say they don't charge for nice updates, maybe they don't - they just find a different way to get the money from you.
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So we got one game in which every moment is hand crafted, and another game which can be thrown together including a frying pan if you wish.
Now guess which game is the small priced DLC and which one is the full retail game.
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I'm indiffirent as I will most likely get L4D2 anyways. I hope they will continue for a while on L4D1 though and give the possibility to import characters and "movies" from the first to the second.
What I want to know is, will there be flooded parts of New Orleans? And will movement be hindered by going through water?
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That's a good argument. Each Fallout DLC adds what, 4 hours of gameplay at the cost of about £6-7 each (depending on where you buy your points from). When have you ever had to pay for all the updates Valve publish? TF2 and to a lesser extend L4D (it is a year younger) still receive and are still going to receive input form Valve. How many other games publish map packs that you have to purchase, where Valve give them away for free?
And as everyone has said, you don't have to buy L4D2 and to some extend they are cross compatible anyway.
Ultimately my dear, what I'm trying to say is that you're a spastic.
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I'd like to remind them that as a trusted TV personality I can be helpful in rounding up others to toil in their underground sugar caves.
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To which I refer sir to my point:
"...putting all the new content into one package and charging full whack for that is equivalent to charging for DLC."
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edit: Tell a lie, I didn't get Day of Defeat or that weird single-player Counter-Strike spin-off either.
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I'll still have this, it'l no doubt be bigger than the first game, so I'd personaly regard it as more than an expansion. I reckon it'd still be a nice option to have the individual levels available as DLC for 1 though.
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But honestly it's a combination of not being as big a fan as some of L4D1; not really being wowed by the new direction (I'm another who's not too keen on frying pans); and not wanting to encourage more yearly sequels from Valve.
But if there were new campaigns coming out for the L4D1, maybe at around £5 or so a pop, I'd probably pick them up.
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Valve is a company who are to make profits regardless as to how you see it.
They still make great games and if they release left 4 dead on a yearly basis, then id certainly buy it compared to football or boxing, or every other sport possible. Yet i don't hear people complaining about the fact EA do this, well actually i did but everyone has given up moaning about it.
Left 4 Dead has possibly been the most played game i have owned in ages and for the price i payed, ive got alot of hours to the £ out of it. The people complaining about a sequel being released (so soon) are so tight its shocking.
And i do look at these boycott groups that are going about for a good laugh. 99% of the people who "support" those groups will end up buying the game anyway...
[link url=http://www.gamestracker.com/buy-left-4-dead-2 -compare-prices-pc.htm
]http://ww w.gamestracker.com/buy-left-4-d...[/link]
£26.99 pre-order sounds good to me.
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Soon to come: I Hate Mountains and Dead by Dawn (the latter is a shopping mall!)
To answer the DLC cost: I'd be very happy for two reasons:
(1) The L4D community would not be fragmented by having two different games.
(2) It'd force Valve to climb down from the Holier-than-thou attitude about charged DLC. L4D2 is charged DLC in all but name.
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I've said it before, but if you don't know why saying "EA and Activision do it too and no-one complains" is the worst possible argument you could make, then you there is no surprise you don't understand how anyone could have a problem with this.
@FogHeart
Dead by Dawn does indeed look great. There's also a Resi Evil 2-based campaign on the way that I'm looking forward to.
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It isn't as if that is what Valve wanted for 1.6 and Source (hence their removal of support for 1.6!)
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I thought L4D1 had some of the tightest game design I'd seen in a long time. I can understand when people say it should have a stronger story, or a single player campaign (I don't agree, but I understand). But I feel that what L4D demonstrated well is what can be achieved when have a clear target in mind, with a series of clear MUST HAVEs, and you stick to it.
No game can please everybody. All you can really do is decide who your target audience is and give them the best experience you can. L4D1 clearly knows what it is (a co-op zombie survival game), it clearly knows that it isn't (a story rich single player experience) and every single bit of game design seems to have kept that in mind. Even if L4D isn't entirely your bag, I think you have to appreciate it as an example of good game development.
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I thought previous commentary from Valve had suggested they were working towards eliminating this. I wouldn't be surprised if we see some cross compatability in the future. We might even see a patch for L4D1 (paid for or free, who knows) that adds all of the L4D2 gameplay mechanics (if not the new maps and characters) to L4D1 at some point.
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True. I've got a bundle of hours of gameplay out of L4D1, more than the 10 hours we seem to think is acceptable from so many other titles. So it would be a little rich of me to call them money grabbing for not supplying me with free DLC until the end of time (or even till the end of the year).
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Up to 8 Player Co-op split into 2 different partys and sent to two different far reaching start points that converge towards the end. They could use all 8 characters then.
Possibly even 16 player Versus although they'd have to find a way to stop all 8 zombies slaughtering one team first.
The only thing that gripes me with L4D co-op is we quite often have a 5 or 6th player who then can't get in a game with us. Splitting the team for Versus doesn't quite cut it as part of the reason we play is to be social.
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Thats, like, 2x the game
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The biggest issue with this game, and why the people who are upset are, is the price. This game and no doubt all of the sequels to come (if they remain as simple and small as the first) are barely worth more than the price of a mod (baring in mind mods are usually free!). I bought it second hand and still feel cheated. Compared to the games like GTA, Mass Effect, Oblivion, Call of Duty, Bioshock, whatever your favourites have been over the last couple of years, you can't honestly believe L4D was worth the same.
As games on the 360 have only two prices effectively; full price and arcade price, Left4Dead should be sold at the same price as the cheap stuff. I have been buying games for years, for various systems, and although I've made mistakes and ended up getting rid of some early, I've never felt ripped off before. Oh, and added to that, the game's full of glitches... I've never seen anything like this before. Along with Achievements that encourage people to play on easy difficulties, the game just screams 'cheap' to me.
Saying that, I don't blame Valve for doing this... all they care about is profit, and what better way than to spend as little time as possible on a project, for the largest financial rewards. It's the first person shooter equivalent of the yearly updated sports game. I expect many more to follow now developers finally understand that you don't need to spend years and have huge budgets to keep a bunch of gamers happy, just make a co-op game with enough built in cheats, every gamer feels they're good at it.
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I can't believe the first is still full price everywhere despite being out a while, that's impressive.
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If i remember correctly, the original did get reduced to a cheat price (shop to net had it really cheap for the pc), then they re-released it (kinda) as "Game of the year edition".
@SpaceMidget75
Theres a mod for the pc that allows more than 4 survivor players.. looks quite fun, havent tried it myself.
Would be good if the 8 characters met in the last campaign of Left 4 Dead 2 and had to hold an area off for a mega show down against the infected. Hmm... the possibilities...
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I wonder how many of the people who resent paying 'too much' for games are also pirates, happily killing the industry which entertains them? Here's a tip for those who don't like L4D - don't buy L4D2. Sorted.
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I do feel sorry for Valve, in the light of the criticism they are getting from some of their consumers. The irony of people complaining about the speed of this sequel, having whinged about the slowness of other releases, is simply inconsistent. And Valve has probably given out more free content out on PC than any other game developer over the last 10 years. And it sounds like they are committed to continuing that approach.
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No it isn't. The reason some people are upset is quite simply because being upset is what they do best. If its not the release date its the price, if its not the price its the setting, if its not the setting its the box art.
And don't think I don't get the irony of my post complaining about people complaining.
Oh christ, I think I am agreeing with CountFapula. Its the End of Days.
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You and Count Fapula alone have made more posts complaining about the complainers than there are people complaining about L4D2 in this entire comments thread.
A bit overkill I think.
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Yeah I know. I just have an allergy to fantasist whingers. I'm the whinger police
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PS. I dont really like Left4Dead that much . it was intresting but I don't think it was that good.
also . as this is a forum , people are allowed to bitch ,moan and argue as much as they want , if you have a different viewpoint thats OK just dont expect your opinion to be everybody's favorite .
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Personally, I think the game has a great premise, but if Valve were doing this as their other developments it would be much bugger in scope and be more of a zombie game that many more people would want to play, but on the negative side would take 4 years to make. So I guess either side cannot win
If you like it you will buy it, if you think its not value for money, then you wont... I dont see the problem in that, for me I dont think there is much value in paying full price for L4D2, but thats me, others will disagree. Lets just agree to disagree
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If you prefer single-player campaign type games, then you shouldn't have bought L4D, and you shouldn't consider buying L4D2.
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And then they have added the survival mode. Which was a tad buggy when it first came out. You couldn't for example choose to play survival mode, quit it and then play a campaign. It would result in a counter that wasn't active and the absence of all zombies.