BLOGGER OF GIANTBOMB
is a title I have never deserved, although in recent weeks I feel especially embarrassed to be at all linked to the mere potentiality of some kind of blogospheric recognition. I have many excuses though few that would alarm or entertain so I shall merely apologise and resume your usual blogging schedule.I was reading EDGE the other day (with my eyes) and columnist N'Gai Croal breached the topic of exactly what makes Left 4 Dead so awesome. The article is fairly basic and no-doubt those of you reading this could have come up with a similar list of features which are the difference between an ordinary shooter and an intense barrel-roll of zombie fuelled carnage. The most important feature is obviously the fact that the game has been designed from the ground up to be experienced with 4 human players. The interactions both in-game and in realtime are those that force communication and co-operation like no other. You cannot complete the game by yourself, unless you have the reflexes of a Fox on RedBull laced with Kryptonite and Heroin. You heard me.
The basic management of Health and Ammunition is prominent - albeit in a simplified form - but Croal's interesting concept of managing "a third space" really got me thinking. The idea of having to manage the space between yourself and your allies is an interesting one - especially when your allies' movement is as erratic and self preservative as the minds of 3 human players. You must bear in mind the reaction time, the rescue time, the revival time, the communication time and the retrieval time. So great is the threat of losing a team-mate that a constant chatter is required from your comrades to ensure survival. Human players bring many great attributes to a game - be it an understanding and awareness of their surroundings, a logical sense of preservation and an ability to prioritise objectives with economic accuracy. They also bring savage manipulation of a game in the name of brutal efficiency, lack of reliability, selfishness and uncooperative behaviour. Left 4 Dead works great with a team of like-minded individuals, but finding a group of similarly enthusiastic zombie hunters in the netherworld of the internet is harder than it seems. Online play is great - its a lot more entertaining and rewarding than single player. At the same time it completely deconstructs every atmospheric environment an interactive video game could hope to achieve. In the context of Left 4 Dead - a Survival Horror - there is little to find horrific when your team-mates are loudly discussing the results of the SuperBowl.
People are desensitised to violence more than they know. Video Games and Television may have exacerbated the amount of violence we are exposed to but the extent of human malice is apparent in everyday life. For as long as humans have been alive people have been dying, naturally or otherwise. Death is something we are all exposed to, and violence comes hand in hand with death, via pain and suffering. There is little now that I would find truly shocking in a video game, having seen violence articulated with such gritty realism by the media both in reality and in fictional scenes of aggression. Left 4 Dead is a Survival Horror - yet there is little content inside which I would consider Horrific. My reaction would probably not be the same in reality, but fortunately a zombie apocalypse has yet to darken our innocent little existence. It's only a matter of time...
Humans enjoy scaring the shit out of themselves. That's why they ride Rollercoasters and watch Horror Films. Unfortunately computer games have now developed to a stage where it is neigh impossible to share that experience of being scared out of your fucking mind. A solo romp through Dead Space can manage it. A duo-run of Resident Evil 5 cannot. The buzz of hearing another human player in your ear ultimately destroys any empathy you might have with a character ingame. I played Gears 2 completely in co-op, and that worked fine because the story in Gears 2 is "GO HERE AND SHOOT STUFF!" The most depressing scene in that game was shrugged of. That doesn't work so well in a game that attempts to be excessively meaningful and story-driven.
I love playing online, given the choice I would always opt for a co-op experience. Gaming should be social - the more so the better - because sharing entertainment with your friends makes everything more entertaining. But I don't want to sacrifice any sense of immersion to do so. Unfortunately the source of the issue lies with the mentality of the players, not with the intentions of the games designers. The ambiguity of finding randoms on the internet means that any sense of sincerity will be completely disregarded in the name of efficiency.
Its a problem. I hope someone, somewhere is working on a solution.
Thanks For Reading.
Love Sweep
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