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Apologies, NykO18. I was a little obtuse in my description. What you say makes sense. I meant "going back through the manor, period."
I'll give the Manor level a few more play-throughs. I'm sure it'll all come together.
"In this world gone mad, we won't spank the monkey - the monkey will spank us!" ~Jay from Jay and Silent Bob Strike Back
I agree in having good critics to a hard work resulting in an excelent campaign. I just dont understand the fundaments of the first posted critic by Icarus.
L4d was created for essay-mistake curve learning (watch developers commentaries in the game) between other many objectives.
I love this campaign because it gives me a sense of "freedom" in the spaces and sorrounding areas, and in the multiple paths I could choose for reaching a safe house. Challenging? Yes, and thanks for that!! Linear maps?? Not at all. I like the spiral and laberyntic sense of the maps. Linear vs Spiral-Curve has been an issue in videogames. I believe in a balance between those two complementary forces
Also I think the first critics on this post are not puting in perspective the literary fundaments of the L4d story: You and three survivors in a ZOmBIE APOCALYPSe compleley out of control. The genre of the game is mainly SURVIVAL HORROR, and that means: dark places, challenging paths, taking decitions quickly...and of course: survive by not suicide your self throughing you from a 20 meters tower
Instead of "suffering" this awsome campaign I enjoyed it a lot by exploring the great details and the hidden places (also for tactical reasons to find good places for spoting as infected). I enjoyed to get lost and be forced to EXPLORE while savage hordes were killing bill and Louis was scratching his head.
So in conclusion: instead of "sufering" explore and use your common sense of orientation and observation. If you fail the first time: have patience with your self and give the game a chance: take care of Zoey, Louis and Bill and everything will be allright!!
Last edited by whitevioletdragon (2010-06-28 07:57:51)