![]() We didn’t have to do that during any other part of the game, and it ended up leaving a sour taste in my mouth right before the game’s final credits sequence set up additional content being added to the game. The group of players I went into that fight with had to figure out a system for taking out this multistage baddie, eventually resulting in a way to cheese its second form. I won’t go into detail about it, because it is genuinely a fantastic set piece, but it’s also where the game’s difficulty kicks up to 11 after humming along at a comfortable five. The other issue is the game’s entire final act, which includes its last boss fight. It’s one of the two balancing issues Back 4 Blood has.īack 4 Blood‘s card system is the game’s best addition to Left 4 Dead‘s foundation, resulting in fun, unique character builds for every run. At pretty much every moment, there’s a tallboy waiting to crush you, a spitter ready to snipe you, or a retch locked and loaded with bile. Unlike Left 4 Dead, which would occasionally throw some strong zombies at you, Back 4 Blood‘s special infected come in an unending stream. If you get a card that’s the latter, you’re in for a bad time, because Back 4 Blood has no shortage of beefy undead to throw at players. These changes can range from a dense fog appearing throughout the stage to the game’s special infected (aka mutants) becoming armored. director playing cards that make levels more difficult. Back 4 Blood‘s card system is the game’s best addition to Left 4 Dead‘s foundation, resulting in fun, unique character builds for every run.īack 4 Blood‘s card system works the other way, too, with the game’s A.I. The resulting character was unlike any other I’ve played as in a survival co-op shooter, because I actually made them. I said “to hell with aiming, I’m going to be a running, shotgunning tank,” so I threw cards in my deck that removed the ability to aim down sights in favor of more speed and melee damage, gave me temporary health points every time a pellet hit an enemy, and added other perks that increased my damage and ammo. I have a deck that’s built around shotguns, my favorite weapon in any game. The latter cards are what lead to builds. Others are much more game-changing, like cards that remove a player’s ability to aim down a weapon’s sights. Some are simple, giving players more ammo capacity or health, very base-level stuff. Players have decks of cards that either passively or actively change how their character works. In between are exciting set pieces, like bars that players defend while Dick Dale’s Miserlou blasts over a jukebox or former settlements that have been overrun by the undead.Įvery trip that players take into these areas is influenced by Back 4 Blood‘s main selling point: The card system. The game pits players against unending hordes of zombies (this time called Ridden due to the parasites that turn normal folks into flesh-hungry abominations), with the goal of reaching a safe house at the end of each level. The heart of the cardsīack 4 Blood is, on the outside, a blatant spiritual successor to Left 4 Dead. That, along with some other strange decisions that make the game’s quality of life akin to its survivors’, end up stalling the action, giving a good view of the game behind the gore. ![]() In fact, it punishes players for daring to play alone rather than shunted into a game with random players. Players can explore the game’s extremely forgettable story - filled with brain-meltingly bad dialogue, of course - and exciting set pieces, slaughtering zombies in one of the most satisfying co-op shooter experiences I’ve ever had.īut Back 4 Blood is best played just like that - as a co-op shooter. Back 4 Blood has all that and more, wrapping up an evolved version of Left 4 Dead in a bloody, brilliant package.
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