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Back 4 Blood: Our death-living impressions about the spiritual suite of LEFT 4 Dead

During this event, we had the opportunity to test two separate game modes on Back 4 Blood : Narrative campaign and PVP mode. The narrative campaign comes in chapters like Left 4 Dead and our team of survivors must go from a point A to a point B while trying to stay alive while making a path between infected.

A start of chapter that begins in a Safe Room with a shielded door in which it is possible to buy ammunition, tools and some accessories for its weapons. Exactly like the image of a LEFT 4 Dead, but obviously with some specificities like this famous toolbox to refuel. Note also that at the beginning of the chapter it is possible to choose a deck of cards that allows to unlock certain bonuses, as 10% endurance, the carrying of more bandages and other subtleties of this kind. If that will not radically change your way of playing, it still allows to specify in a role as a doctor for example and thus easier to help his comrades on the ground or in a bad posture.

An interesting character gallery

The selection of the survivor is also quite important, since for the time the title offers a total of 8 people with each a look, a personality and specificities as we often say. For example, we have been able to play the character of mom, a soxensee to the tongue hanging but considering the remains of the team like his "children". In addition to its ability to be able to easily treat its comrades, it gives small cute nicknames to other team members like "my treasure" and other sweet words. For yes, even if Left 4 Dead had a quality narration, Turtle Rock seems to want to go even further through this new license. The studio really wants to propose something deep and makes sense in the scenario, like the comics and series The Walking Dead. The desire of the developer is to make the characters endearing and not simply to offer simple empty shells as we could see in a World War Z.

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From the first minutes, we manage to find his brands compared to a LEFT 4 Dead and we feel the winks of an eye and the big (very large) inspiration. So much so that the very first building of the countryside looks like misunderstanding the first building in which one spawn in the NO Mercy deFT 4 DEAD campaign. Sometimes zombies are in closed pieces behind doors that they can end up pressing, bluish light envelops buildings ... In short, you have understood the parallel as well in terms of Level Design as artistic direction. It's a real pleasure for those who were impatiently awaiting Unleft 4 Dead 3.

Good feelings

However, for the moment, the hordes are a little less impressive and one feels a cruel lack of fluidity in the movement of infected . Difficult to say if it comes from the difference in graphics engine, but it is almost to regret the fluidity of the source valve motor. Anything still lacks a little finesse and fluidity in attacks and it is hoped that it will be resolved by the release of the title in October. For the rest a big job was done on weapons, even though many bugs remain like bullets sometimes depart from under the barrel and not directly from it. But we feel that the studio wanted to avoid the paintball effect to bring a real background and a real firepower. Some weapons like the AK still lack a little vertical uprising of the barrel to make the thing a little more "Living" and realistic. If each character has a favorite weapon, you will have the opportunity to change your weapons at many loots through the card.

A real apocalyptic world

The big positive point of the game is the absence of overabundance of ammunition, which forces us to sometimes recover weapons to the body to defend themselves. A Zombie Apocalypse is not an immense supermarket Walmart Texan where we find ammunition next to frozen products. No, in this post-apocalyptic world, the ammunition are valuable and it makes the use of an even more enjoyable and interesting weapon.

A PVP in halftone?

We have also been able to discover a PVP in arena in which a survivor team must resist (support stopwatch) as long as possible against a team of infected that is played by humans. The team that survives the longest gain the game. If it seems interesting on the paper, unfortunately we could not enjoy it fully. Indeed we have suffered very large lags because of the arrangement of the teams, composed of European players and extra-European players (in this case for our case of Brazilians). It was a real disaster in terms of latency ...

On the zombie side we find several types of specimens that we meet in the campaign name: explosers (the equivalent of the boomer in Left 4 Dead), nauseating that vomit a kind of bile to blind you, the colossis that can load And crush the human players or the piquers who can go to spit a venom to make damage. It's up to you to hear you with your team to create some group logic, knowing that monsters can only appear in the hidden places of players (behind a door, behind a house, on a roof, etc.). The PVP mode is quite pleasant but it will be necessary to play in better conditions to make a real opinion.

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