Left 4 dead back for blood9/20/2023 Spiritual successors like Back 4 Blood have become a staple of the video game industry over the last few years. The exchange is one of the most bizarre social media interactions we've seen on a game's release date! As of this writing, the original Tweet from KFC Gaming has just a fraction of the likes and retweets compared to the one above. That absolutely stellar comeback led to a number of other developers chiming in with their support, including Insomniac Games. wl5YsEmVmu- Turtle Rock Studios is Back 4 Blood□ October 12, 2021 That alone is enough for me to give Back 4 Blood a proper shot with some friends when it finally releases October 12.11 herbs and spices, and still no taste. We got to play a little bit more of that as well with the performance boost and I had a way better time than December's alpha. (The attachments system, which is straight out of PUBG or Apex Legends, continues to be a nice way of making each gun feel like a unique object.)Ĭampaign is clearly where Back 4 Blood is going to shine brightest. A consistent frame rate was finally able to highlight that, yes, Back 4 Blood's shooting is pretty darn fun. The latest build had a full suite of Nvidia DLSS options that seem to be helping a lot. I'd like to see fewer cards that add minor percentage bonuses to accuracy and more that meaningfully change my playstyle (like the one that switches my standard melee attack to a more effective knife stab).ĭespite feeling let down by Versus, huge improvements to technical performance since I last played Back 4 Blood left me with higher hopes than ever for the game. I'm not yet sold on the deckbuilding layer of Back 4 Blood. Glancing at the cards in my premade medic deck, I spotted mostly modest health bonuses that, when used with a coordinated team, could probably keep us alive longer. Turtle Rock hopes that building a deck of trait cards will make things more interesting. I buy that argument, especially as a deterrent to rage-quitting, but I prefer the beginning-middle-end story of L4D's old Versus format, still. Turtle Rock told me that the idea behind Versus is to have a shorter, more digestible mode than Back 4 Blood's main campaign missions. When death is an inevitability, victory feels more like losing less than the other team. So far, frantically defending an enclosed arena as zombies flood in from every direction isn't as fun or interesting as pushing through a full campaign map. Health values and attack synergies are balancing details that Turtle Rock can surely tune in future updates, but I have larger issues with the mode's basic premise. On the survivor side, the bullet sponginess of enemies got annoying pretty fast, especially when I was hit with the popular combo of "ensnare me in place and spit acid at my feet at the same time." With such surefire ways to melt away our health bars, I wish the zombie roles came with a little more risk. Unless two or more survivors focused fire on me immediately, I practically couldn't be stopped. Dumping credits into my defense stat with the mid-match upgrade system only made me more survivable. I felt so tanky that I hardly had to worry about smart positioning. The durability of these special zombies is a big question mark for me. The role felt similar to L4D's boomers that spew horde-attracting goo upon detonation, except my exploder can shrug off entire clips of ammo while a boomer would pop after a bullet or two. In one round I played an exploder whose literal job is to sprint into a crowd and blow up. As a zombie team, we didn't feel penalized for rushing in blindly and dying a lot. Back 4 Blood, with its tighter spaces (the small map actually shrinks further over time, Battle Royale style), feels inherently chaotic.
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