
This game took quite a bit of heat, coming out a mere year after the first Left 4 Dead, and this from a developer known for it's long production cycles. Perhaps the complaints are justified, but once you get the product in your machine, one can't deny how fun this game is.
Valve did not change the overall formula of the game. Once again, four survivors in a zombie apocalypse must work together through various campaigns in order to reach the rescue vehicle on at the end. As before, on-line co-op is what this game is all about with emphasis on the co-op. Players who don't work with their teammates are destined to be punished cruelly, either by opposing players in the case of versus, or by the AI director, that sadistic bit of coding that decides how enemies, weapons and gear will spawn. If anything, this games demands even more of its players with new special infected specifically designed to try and split players up. Valve definitely watched how players played the first game and designed this game to combat their tactics. For example, once again alarms and loud machinery will generate what Valve calls crescendo events where waves of infected rush the players, but instead of the normal digging in that players did to survive these events before, many of them can only be stopped by travelling to another location - evil indeed.
But the survivors are better armed now too. The variety of guns has about tripled. Also added are powerful melee weapons (who doesn't enjoy conking zombies with a frying pan?). The amount of gear is also increased from speed inducing adrenalin, defibrillator kits for bringing back dead teammates, to incendiary and explosive ammunition. The thing is, the number of inventory slots has not changed. Carry a melee weapon, then no pistols. Carry special ammo, then no med pack. No one can carry it all, so once again team work is what is emphasized.
The environments are better detailed now and there is more variety to the campaigns than before. Instead of everything being at night, the time of day changes as does the weather. Indeed, the storm effects become a factor in the game in more than one campaign. The campaigns link together better now too, with each beginning where the previous one ended. Some might miss the four survivors from L4D1, but the four new ones should get them over it pretty quick. Once again, the characters are unique, well written and voiced, and enjoyable to listen to. As in the first game, dialogue is generated differently each time through. The variability in play-throughs not only extends to placement of enemies and gear, but some maps even change pathways through them now. The new game type, scavenge, is also a lot of fun.
Overall, L4D2 doesn't feel like a replacement to L4D1 but rather a complement to it. Although both follow the same essential formula, there is enough differences between the two that I suspect the community of players will more bouncing back and forth between them rather than leave L4D1 on the shelf. If I have any knock against this franchise, it would be that it is already feeling a bit old. I for one do not wish for a L4D3 and, I hope, there are no immediately plans to develop one. Despite that, if Valve continues to support the community that has developed around these two games, this is a franchise that will have people still playing it years from now.
Story: 4
Interface: 5
Game Play: 4
Challenge: 4
Fun: 5