Left 4 Dead 2
City of the Dead Redux (Part 1 of 2)
Nicky's Review of City of the Dead: Redux - Better Visuals and Gameplay. Better with Friends.
This campaign is definitely a longer extension than the first. Many people have commented that Chapter Two is longer than the first - so we're not repeating that again. The only outstanding thing I noticed the most is that the items were quite scarce. This would force players to explore the maps more.

When looking for medkits to help fellow teammates, there's not a lot of medkits around... There's only possibly one medkit or defibrillator available. There wasn't a lot of defibrillators to help revive dying teammates with the trick - killing teammates below 10% and reviving them so they're healthy at 50%.

I totally remember the finale being the same as before. Nothing has changed in difficulty but I noticed the bots won't get stuck as much as they did before. Nice taunt with the helicopter having to land completely before players can board. It definitely encourages people to thrive in close quarters combat with the incoming Tanks.

It could be a personal preference, but I did like you have multiple routes to take when the Two Tanks showed up. It's super challenging for a rooftop finale - I'd say much harder than No Mercy's finale.

Regarding environmental help, when it came to attempting to knock down some planks that acted as barricades. Throughout the campaign, especially the finale, I wasn't able to understand how some planks would prevent survivors from climbing on the ladders. It would've helped so we'd at least have one more building to climb on top of along with the main one in the center.

The biggest improvement by far would be the more fluid mechanics and how the night-time lighting is an improvement from the one that was previously too dark.

Full walkthrough available on Youtube
https://youtu.be/a53FxfFWgjE
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Just to piggyback off of that...

Pros: The campaign is much longer and much more detailed than before, and features some easter egg scavenger hunts if you want. Plus, great visuals, nice detail (custom graffiti), interesting places to visit like restaurants and a witch den, etc. Finale isn't as easily cheesable anymore. The atmosphere/time of day is a lot more unique than before.

Cons: Map 1 is pretty redundant and you can skip the entire map if you jump onto the sewer's ladder from the starting saferoom...which I was able to do. I think the weirder issue is all the defibs scattered around instead of medkits, plus I wasn't able to figure out the point of the danger area at the start of map 2, or all the big vents you can climb into (although maybe that's for Versus). After you open the emergency door to the crescendo event in Map 3, there is a crazy number of extra side rooms along the hallway, but you pretty much don't need to go into any of them. Map 4 is significantly shorter by comparison to the previous maps. I would suggest adding a somewhat sizable amount more, similar to what No Mercy does to its finale map, and in addition a one-way drop-off can be added there to prevent backtracking to the saferoom as well. Lastly, the brightness of the sky kind of conflicts with the city skyline in the finale, so if possible, that should be made to match a bit better.

Misc. Notes: The way I see it, map 2's length isn't really a problem; it's long for sure, but I don't think it needs to be split up into two maps. More length to good maps is a good thing. On the contrary, I think the third and fourth maps should receive additions; for the third, there should be more explorable stores or larger open mall sections/side passages (see Dead Center for reference), and map 4 should have an additional bit added to the beginning as previously mentioned. Then the lengths wouldn't really be so different.
Последно редактиран от Olde; 6 май 2023 в 0:50
Thank you to both of you for the feedback/reviews, I'll be trying to address some of this stuff in the coming updates. I think for map 2, it will have to be split due to it still hitting the entity limit. I'm not sure how much extra areas I'll end up adding to the maps at this point, but I'll definitely be attempting to address some of the problems I've seen pop up from people's playthroughs.
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