D&D Essentials, Video Games, and Solicitation

Posted on : 11-10-2010 | By : Brian | In : D&D, Guest Posts, Indie Games, Reviews, Video Games

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Did I get your attention? That’s the trifecta, right? D&D (devil worship, of course), video games (creating the violent youth of tomorrow), and prostitution. Only ‘prostitution’ isn’t what I meant by ‘solicitation’. No, sadly this is just a post where I talk about a few things that I’ve been playing, reading, and/or thinking about lately. To wit:

D&D Essentials
I’ve read the Red Box and played the character creation adventure that comes with it. I liked it. The adventure does a good job of introducing the mechanics of the game and getting your character started, and it comes with virtually everything you need to play, except for maybe some pregenerated characters, or a method of character creation besides playing through the adventure. There’s a full-on adventure in the box that can be played with first-level characters, and with all the other stuff in there, dropping some pregens in makes it a ready-made DM kit for introducing new players to the game. Here’s what I did to solve that problem.

I’ve also started reading through Heroes of the Fallen Lands, which I’m really liking. I like the mechanics of Essentials; they’re streamlined and simple for the new players, but they’re different and interesting for the existing players. What really excites me about the whole thing is that it’s another indication that WotC is not planning on resting on their laurels. They consistently demonstrate that they’re not afraid to mix things up, that they’re not going to do things a certain way just because it’s the way they’ve been doing them up to this point. This willingness to switch things up mid-game is what’s going to keep D&D growing as a game, and will likely keep it from going stale. A side-effect might be that 4th Edition, because it continues to evolve without obsoleting existing mechanics, will likely have a longer life than 3rd Edition did.

Video Games
There are a few video games I’d like to talk about. First, I’d like to highly recommend a little independent title called Delve Deeper. If you like D&D, board games, or dwarves, you owe it to yourself to try this game out; heck, it’s only $5. You can get it on Steam; I believe you can also get it on Xbox Live (though I can’t confirm that, as I don’t own a 360). The game is a turn-based strategy game with a very board-gamey feel, and tons of references to various elements of geek culture. You take control of a band of five dwarves, and you are competing to mine more riches and plunder more relics than the other teams of five dwarves. You can play competitively on the same computer, with up to four players. It’s great fun.

I’ve also been playing Civilization V, and it’s been dominating my gaming time. I’m not going to talk about it at length; if you really want to read about the game, you can do that almost anywhere else on the Internets, I imagine. Suffice it to say that it’s very good, and I’ll likely boot it up as soon as I’m done with this post.

Solicitations
Finally, I’d like to officially state that I am soliciting guest posts at this time. If you have something to say about games and you want a forum to do it on, send me an email (engard at gmail dot com), or post a comment on this thread. If you have something you want to talk about, let me know, and I’ll let you know if I’m interested. There’s not a lot I won’t say yes to, provided that it’s about games and more-or-less meets the standards of this website.

Review Miscellany

Posted on : 14-05-2010 | By : Brian | In : D&D, Indie Games, News, Reviews, Video Games

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I’ve been playing a lot of different games this week, and I’ve got some stuff coming up; I figured I’d give little capsule reviews of what I’ve been doing, and talk a little about some stuff that’s upcoming. In no particular order:

Dead Space: I’m possibly a bit late to the party on this one, but I picked up Dead Space for a really good price around Christmas and just now got around to playing it. I’m not finished with it yet, but I’m eight hours or so into it and I’m really enjoying it. The atmosphere is suitably creepy, and while it doesn’t really create fear (what video game does, really?), it does succeed in creating an awful lot of tension. The fact that the main character, Isaac Clarke, doesn’t speak is a little bit strange considering how much he gets spoken to, especially when you take into account that there’s a character in the game who is supposed to be personally important to Isaac. The game spins a good yarn, though, and the combat is pretty good.

The Humble Indie Bundle: This is a group of indie PC games, for which you can name any price you want, pay it, and get them all. You can choose how much of your money goes toward the developers, and how much goes toward Child’s Play. There are some worthwhile games in the bundle, and while I haven’t liked all of them, I like enough of them that I’m happy I paid for the bundle. Plus, it’s for charity. Go buy it.

Of the games in the bundle, I’ve played World of Goo, which is excellent (I own this on Wii, too). It’s got a great Tim Burton-esque aesthetic, and even has Danny Elfman-esque music, and the puzzling is very, very good. I’ve played about twenty minutes of Aquaria, and I really like what I’ve played. Simple controls but apparently deep gameplay, and the music and art style are fantastic. Gish is sort of a mixed bag; it’s got a really neat premise and some cool mechanics, but the controls are frequently fiddly and annoying, and I feel that the game gets in its own way a lot. Samorost 2 is a Flash-based adventure game that is visually very charming. The problem is that there are a lot of pixel hunts in the game, and some of the puzzles are a little obtuse. Worse, there are puzzles that you can bring almost to completion over the course of a few minutes, screw up one thing (without realizing that you’re doing anything wrong), and have to do the whole thing again, from the beginning. It is very short, though, so you should at least give it a try. The other two, Lugaru and Penumbra: Overture I have yet to spend any real time with.

D&D Encounters: I got to play in Encounters again, and had a blast. I’ve played two different characters so far, both from the Player’s Handbook 3. First I played a human monk, which was very satisfying. I like the monk class quite a lot; very mobile and capable of some pretty spectacular stuff on the battlefield. Flurry of blows is also one of my favorite striker damage-spikes because of its versatility. The second character I played was a longtooth shifter seeker, which was also a lot of fun. I didn’t do a whole lot of damage (I was using a javelin, meaning that all of my attacks dealt 1d6+4 damage, even encounters and dailies), but I really felt like I was effective at controlling the battlefield, and my daily power made a significant difference in how the encounter played out.

My Home Game: My friend Dean isn’t going to be able to DM his mini-campaign for a while, so the campaign I’m DMing is resuming. I’m very excited to get back into the DM’s seat, and I’ve got some stuff planned. I’ll be updating the wiki as we play, as usual, and I’ll probably post some of the more exciting encounters on this blog, for your own use. Game day is the 23rd, which is only a week away!

Healing Effects

Posted on : 07-04-2010 | By : Brian | In : D&D, Video Games

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So I’ve been playing Final Fantasy Tactics A2: Grimoire of the Rift for the DS lately. It’s a good game with a lot of cool mechanics at work, but I just turned off my DS in the middle of a fight, without saving, in disgust. Why? Healing effects.

Healing effects are great when the PCs have them. They help keep the PCs in the fight, and increase the chances that the PCs will see more of the game, whether you’re talking about a video game or an RPG. But when monsters have access to healing effects, watch out. There’s a very good reason why there aren’t that many monsters in D&D who have access to things like regeneration, or powers that heal themselves and other monsters.

See, in this fight, one of the bad guys was a bishop. Apparently, as a bishop, this guy can cast Cura (a fairly potent healing spell) with alarming regularity. This means that, every couple of rounds, he completely undoes any progress I’ve made toward finishing the fight. When this makes the fight harder in a fun way, that’s fine. The problem is, the only thing it’s succeeding in doing is frustrating me.

If you’re DMing a game of D&D, or any other game that has a similar structure, bear this in mind. It’s okay to give the occasional monster regeneration. It’s even okay to give the occasional monster the ability to heal his allies. These things should be limited, though. If a monster has regeneration, you should make sure that the PCs have some way to counter it. If a monster can heal its allies, you should make sure that it can only do so once or twice in the encounter. If you’re healing your monsters willy-nilly, you’re increasing the length of the fight while simultaneously making it more frustrating and, as a result, less fun.

Mass Effect 2, Encounter Design

Posted on : 04-04-2010 | By : Brian | In : Advice, D&D, Video Games

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I’ve been playing a lot of Mass Effect 2 lately, which I absolutely love. The role-playing elements (and by this, I mean things like characterization and choices that impact the game, not stat progression) are all very well implemented, and the combat is fantastic. In fact, there are a number of things about ME2 combat that, I think, are applicable in games like D&D. One thing, in particular, occurs to me now.

Waves: Many of the fights in ME2 take place in waves. You run into a room and fight five or six guys, firing from behind cover and trying to get the tactical upper hand. Just when it looks like you’ve got them mopped up, five or six more guys come in, these ones a little bit tougher. When they’re almost taken care of, something big and tough will sometimes come in, like a combat mech or a heavily armored and shielded commander of some sort.

In a D&D game, introducing enemies in waves can be a great way to have a really huge fight with a lot of peaks and valleys in the tension without making it overwhelmingly difficult for your players to get through it. When you introduce waves, it can also add verisimilitude to the game, making it seem like reinforcements from nearby rooms in the dungeon are bursting in, reacting to the noise of the fight. Setting up an encounter this way also allows for players to feel really clever if they manage to take out a group without alerting the others.

By way of example, you could have the encounter start fairly simply; a room full of minions with a few non-minion enemies, maybe brutes or skirmishers. The fight starts, the party wipes out most of the minions, and one of the non-minions sounds an alarm of some sort. A round or two later, a leader enemy, maybe an elite, bursts through the door with some other tough hombres–brutes or soldiers–and maybe a controller or an artillery or two. If you really want to add drama and tension, once those guys are on the ropes, introduce a solo. Let’s say you’ve got a room full of demon-worshiping gnolls. These guys are easy enough, and eat up few of the party’s resources. The next wave, though, has some gnoll soldiers a couple of archers, as well as a demonic scourge. Try to reserve the demonic scourge’s death for later in the fight, when a lot of the others are dead. Make it clear that the demonic scourge is possessed, and killing him might release a demon. When he does drop, a solo demon bursts out of his body and attacks; if the party tries to incapacitate him instead, the demonic scourge kills himself to release the beast.

Long Time, No Write

Posted on : 09-02-2010 | By : Brian | In : D&D, Indie Games, News, Video Games

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I’ve been pretty bad about keeping this blog current lately. I’ll make an effort to try not to do that anymore.

At any rate, I just thought I’d post quickly to let everyone know that I’m still alive, and also to talk about what’s been on my mind and what you can expect to see posted on this blog in the next couple of weeks. In no particular order:

1. Steam. I love me some Steam. Steam, for those who are unfamiliar, is a digital video game distribution platform on the PC. Over the holidays they had some killer deals and, as a result, experienced serious growth. Because of this growth (I assume) they’re offering more great deals than ever before. They used to always have a weekend deal, which the still do; now, though, they have mid-week madness, too. Good stuff. Some games that I’ve purchased since the holidays on Steam, some of which you might hear about in more detail later on: Dead Space, Far Cry 2, Freedom Force, Red Faction: Guerrilla, Torchlight, Medieval II: Total War. All for cheap (as in, not one of them was more than $10).

2. D&D, as always. Haven’t played for a while (the last time was in November, I think). I’ve got a game day scheduled for later this month, toward the end, and I’m pretty excited. We’ll probably be wrapping up the current adventure in that session, which will give a friend of mine a chance to step into the DM chair for a little while. Also, if you’ve noticed that the most recent session report is not yet up, you’re very astute. Here’s a cookie. It will be going up soon, don’t worry.

3. Indie RPGs. I recently donated to Haiti through DriveThruRPG and, as a result, got a coupon for a bunch of free RPG PDFs. I got some indie RPGs that I’ve been wanting for a while, including Don’t Rest Your Head, Chronica Feudalis, Full Light Full Steam, Beast Hunters, and 316. I’ve read all of DRYH and played it once (more on that in a future post), and I’m in the process of reading through both Chronica Feudalis and Full Light Full Steam. I’d also like very much to get my hands on a copy of the Mouseguard RPG, but that may not happen for a little while.

4. Other games. I got various and sundry video games for Christmas, some of which you will be hearing about. Expect to hear about Dragon Age: Origins, Left 4 Dead 2, Metroid Prime Trillogy, and The Legend of Zelda: Spirit Tracks, and possibly some others.

On Scribblenauts

Posted on : 20-09-2009 | By : Brian | In : Reviews, Video Games

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I recently got Scribblenauts for the Nintendo DS, and I like it. I feel that it’s a deeply flawed game, but I like it despite its flaws.

So that I might end on a high note, I’ll cover the bad stuff first. The single biggest gripe I have with the game is probably one you’ve heard before, if you’ve read anything resembling a review for this game before now: the controls. Everything except for the camera and the ability to rotate objects is controlled using the stylus, and while this works well enough for positioning and manipulating objects, Maxwell (your character) is just as dumb as dirt. I can’t even count the number of times I’ve tried to move a particularly fiddly object, only to see Maxwell jump merrily to his death in a pit of lava or shark-infested waters. Even when I’m trying to control Maxwell, he often fouls things up through no apparent doing of mine. Controlling Maxwell is a very approximate and imprecise, and often you’ll want him to, say, dig through ice with a pick-axe, and he’ll instead jump in place like a spastic mental patient. Which sort of brings me to the next flaw.

Everything is controlled by a physics system; the problem is, the system doesn’t model relative weight all that well, if at all. Why is it that I can set a car down next to a ledge, but as soon as I attach a rope to it, it gets pulled right off the cliff? Why can’t my helicopter lift a penguin? Similarly inscrutable, at least occasionally, is the game’s internal logic. Why, when I try to break a starite out of a block of ice with a sledge hammer, do I break the starite, too, but when I shoot the same block with a machine gun, the starite survives? Why will my vampire attack just about everyone except for a pesky pair of redcaps?

The camera, too, needs some work. Controlling the camera is mapped to the d-pad, and works just fine; the problem is that it snaps back to Maxwell after about a second and a half of inactivity, which is simply inconvenient in a game in which you’ll often want to be creating things and placing them in areas where Maxwell isn’t (presumably so he doesn’t accidentally jump off a cliff or something).

All that said, I find I simply can’t stop playing the game. I frequently curse it, and it frequently frustrates me, but I can’t stop playing it. It’s simply too original a concept, and the basic concept is simply too well-realized, for me to pass up. And for that reason, if you’ve been at least a little bit interested in this game, or if you like puzzle games, you should go out and buy it. And if my earlier negativity has dissuaded you, you should still buy it. Why? Because every copy that gets bought makes it more likely that a sequel will be released, a sequel with better controls, better physics, a better camera, and better internal logic. And because it’s crazy fun, when it works right.

Thoughts on some Video Games

Posted on : 23-08-2009 | By : Brian | In : News, Reviews, Video Games

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I’ve played a few video games lately that I thought were worth mentioning in one regard or another. Some of these games have been out for a while; I got them through Goozex, a game-trading website that gives you much better deals on your old games than Gamestop does.

Hitman: Blood Money: This is actually the first Hitman game that I’ve actually completed, and I liked it quite a lot. Some of the missions were very difficult for me to complete gracefully, but you can jump into any mission you want to at any time once you’ve beaten it, so I may go back and remedy that at some point. Like its predecessors, it’s less an action game and more a game of patience and problem-solving. You have a target (or, in many cases, multiple targets) that you have to eliminate. You’re rewarded for not killing other people, for not being seen killing people, for not blowing your cover, and for not leaving any trace that you were there (including bullets in your targets’ heads). The best kills look like accidents, and it’s entirely possible in most (if not all) missions to go in with no guns and complete the mission. Again, I liked it a lot.

Prince of Persia: The Sands of Time: I may wind up giving this one back. I liked it at first; I’ve always been a fan of these action/puzzle-solving games, and I like spatial puzzles like those presented in the game, and in the most recent Tomb Raider games. I must say, though, that this game is frustrating despite its time-rewinding feature, largely because I feel like I’m fighting the controls and the camera every step of the way. The camera is obstinate and uncooperative, frequently becoming lodged in places that give me no useful vantage point. The controls are floaty and imprecise, making it difficult to accomplish the precision that the puzzles require of you. All of this may have been better on the Xbox, its original system; I’m playing it on PC, and I’m not having much fun.

Gun: Guess what? I’ve decided I like western games. At least, I like this one. I’m having a lot of fun shooting bandits, riding around on horseback, and layin’ down the law, Eastwood style. It’s great fun.

The Secret of Monkey Island: Special Edition: since you can swap between the original graphics and the new graphics on the fly, I can tell you that the new graphics are a huge improvement, though the animation looks strange at times. The voice work is good for the most part, though the game has its fair share of delays between lines. The hint system is great, and it saved me from frustration many times, particularly toward the end where there’s a lot of pointless and annoying backtracking over fast stretches of Monkey Island. Worth the $10; not sure I would have felt okay about it if I’d paid more.

Plants vs. Zombies: Yeah. The title says it all, really. This is a fantastically fun and addictive little game. It gets difficult (especially in the unlockable mini-games), but it ramps up pretty gradually, allowing you to get a handle on what all of your plants can do, and on what all of the zombies can do. Definitely worth the money.

The Sims 3: As many have said, it’s The Sims, with a “3″ after it. Is it more of the same? Yes. Is that a bad thing? Absolutely not. It is more of the same, but they’ve managed to update enough so that it remains fresh and fun. If you like Sims games, you’ll probably like this one; if you don’t, I doubt this one will change your mind. If you’ve been curious about this crazy Sims thing that everyone’s been talking about since you got out from under that rock, this one’s a good entry point into the series.

Batman: Arkham Asylum: I just got done playing the demo, twice. I like the game. The brawling is pretty simplistic, but is very cinematic and makes you fell like a badass. The stealth portions are good and, again, make you feel like a badass. In short, this game makes you feel like Batman, a badass. I liked the demo. I’d like to play the full game when it comes out. Do I want to spend $50 on it? Well, that’s a bit thornier. $50 seems steep for this game; I’d pay $20 or even $30. Maybe I’ll wait for it to come down in price a bit. Or try to get it on Goozex.

Game Trading on Goozex

Posted on : 07-05-2009 | By : Brian | In : News, Video Games

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A little while back, I heard about Goozex from the PC Gamer Podcast. It sounded interesting and I had some games that I no longer really wanted, so I thought I’d try it out. It seems pretty intuitive and, if it works, it’ll be a great way for me to continue to get value out of games that I no longer play or plan on playing. It works for all three of the systems I own (PC, DS, and Wii), which is nice. I like the fact that that I can do something with those old games other than eBaying them or (shudder) trading them in to GameStop for a tenth of a percent of their retail value. I also like that I can put together a list of games I want, Netflix-esque, and wait for them to arrive once I have some points built up. I feel I can be a little bit riskier in my gaming ventures, since if I don’t like a game I can immediately trade it back and get the full value that I “paid” for it in return.

This all comes with one caveat, though: while I have traded games to Goozex, I have not yet received a game from Goozex. The issue arises from the fact that you’re relying on other gamers, who may or may not be at their computers for a few days. I was slated to receive a copy of Ninja Gaiden: Dragon Sword, pending the seller’s acceptance of the trade. However, because he never accepted, I never got the game. I was refunded my points and my trade token and put back in the queue, but it’s still irritating to be looking forward to something and not get it. I’m now slated to get Marvel Ultimate Alliance, and the seller has 25 hours to make a decision on that. Hopefully I’ll get a game this time.

Update: I’ve now received Puzzle Quest and Assassin’s Creed for the DS and Mass Effect for the PC through Goozex. I’ve also got Final Fantasy III for the DS, Prince of Persia: Sands of Time for the PC, and Legend of Zelda: The Wind Waker for the GameCube all on the way. Not bad.

Lots of games and stuff

Posted on : 18-01-2009 | By : Brian | In : D&D, Reviews, Video Games

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It’s been a little while, hasn’t it? No particular excuse on my part; just laziness and procrastination, mainly. But I figured, since I got a lot of games and game-related stuff for Christmas, I’d better post my impressions of some of this stuff.

Martial Power: This book is just chocked full of D&D goodness. It’s mainly stuff for the players rather than the DM: new feats, new paragon paths, new epic destinies, and lots and lots of new powers. It’s all really good stuff, particularly the new builds for the fighter, warlord, ranger, and rogue. What’s interesting is that some of the powers and paragon paths allow you to branch out a little bit from your class’s role without actually multiclassing. The Guildmaster Thief paragon path is designed for the rogue (a striker), but most of its abilities are decidedly leader-ish. Also, the beastmaster ranger is very, very cool, and I like the idea that, when Wizards decides to incorporate companions, it’ll be on a class-by-class basis, allowing each class’s companion to be unique to that class. I’d imagine we’ll see a warlord build at some point with access to all sorts of followers, and I don’t think that a wizard build that utilizes a familiar is outside the realm of possibilities.

The Draconomicon: Where Martial Power is primarily for PCs, this book is all about cool stuff for the DM to use. The first chunk of stuff is all information on chromatic dragons: phyisiology, psychology, society, etc. It’s not game rules, but it’s really interesting to read, and I feel like a lot of it is useful for role-playing dragons. There are also draconic rituals, some traps, a lengthy section on hoard generation (which could easily be applied to generating any treasure hoard, not just one belonging to a dragon), nine sample lairs, and a bunch of draconic monsters, including new dragons and some lower-level threats, like kobolds. It’s good stuff.

Fallout 3: Wow. Just wow. I’m so hopelessly addicted to this game it’s not even funny. The formula feels a lot like a refinement of Oblivion, but it also feels distinctly like a Fallout game in many ways. There’s a lot of the trademark dark humor and some very interesting post-apocalyptic characters and scenarios. The quest design is fantastic; there’s almost always a twist that you don’t expect, even in relatively minor quests. The combat system (VATS), while not particularly deep (you usually want to shoot the head or, occasionally, the weapon) is fun and satisfying, and slow-motion ultra-gory kill shots never really get old.

Resident Evil 4: Very cool and creepy. I’m not all that far into it, as I’ve been mostly playing Fallout 3, but I am enjoying it quite a bit. I like the atmosphere and the story so far, and there have been some cool set-piece battles, too. I’m enjoying the controls (it should be noted that I have the Wii version, which allows you to aim with the remote) and the combat, and while the voice acting and translation is somewhat silly occasionally, it’s a good survival horror game through and through.

The Growing Hunger: This is the expansion for Last Night on Earth, which is one of my favorite games. The expansion adds some cool new scenarios, new characters to play, new cards for both the heroes and the zombies, and a bunch of optional rules that you can add in or not, as you like. I’ve only gotten a chance to play with the expansion once; I played the Plague Carriers scenario as the heroes, and just barely lost. It was a lot of fun, and it’s very cool to see seven additional zombies on the board.

A Touch of Evil: Another game by Flying Frog, the makers of LNoE. This time it’s a colonial-era supernatural horror game, which can be played competitively, cooperatively, or in teams as a hybrid of the two. It bears more than a passing similarity to both Arkham Horror and Runebound (both games that I enjoy quite a bit), but it’s a much simpler game than either and, once you’re used to it, can probably be played much faster than either. I’ve played it twice now, once with three friends cooperatively (it was fun and we vanquished the Vampire, though we found out later that we had neglected to use a few rules that would have made the game harder), and once on my own. Solo play is not officially supported in the rulebook, but it’s pretty easy to figure out how to do it regardless. I lost, not because the game was particularly difficult, but because the Shadow Track moved really quickly, and when it hits zero, it’s game over. There’s a debate online as to whether to use the competitive or cooperative rules when playing solo, and I feel now that a combination of the two should be used. I think that cooperative rules should be used for the Shadow Track and for the Town Elders, but I think that using the cooperative Mystery Phase Chart makes that Shadow Track move much too quickly, considering that having only a single player gives you little chance to counter its movement most of the time. I believe my game was over after about five or six turns, which seemed way too quick, and I feel like I didn’t really get to do much.

Well, that’s it for now. I may post about more stuff later.

Left 4 Dead

Posted on : 30-11-2008 | By : Brian | In : Reviews, Video Games

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So, for the last couple of weeks, I’ve been playing a lot of Left 4 Dead, Valve’s recent zombie co-op shooter. I must say, I love it. It’s not a perfect game, but there’s something really fun about getting together with three of your buddies and spending an hour or two trying to survive the zombie-pocalypse. The weapons and items all feel pretty good (though I feel like the hunting rifle, for me, is the least useful of them all), and the game really forces you to stick together and cooperate; there are a couple of types of infected that can easily kill a lone survivor.

Something to note: if you play this game in single player, you’re not getting the full experience. It’s fun in single player, but not nearly as fun as playing with real people. The AI-controlled survivors are pretty useful; they have good aim and they’ll watch your back pretty effectively. They do not, however, take any sort of initiative like a human player will, and they also can’t use grenade items. That said, however, playing with even one other human player, especially if that player is someone you know, multiplies the game’s fun by a factor of 10. If you’ve got all four slots filled with people who know each other and gel as a team, you’re in for a real treat.

Also of note is that the versus mode, where one team plays the survivors while one plays the boss infected, is something of an acquired taste. I really didn’t like it that much the first time I played it. Playing the boss infected can be kind of frustrating at times; they die very quickly, and you have to wait 15-20 seconds to respawn. You don’t get to choose which kind of infected you spawn as, which can be irritating at times. Also, it can be hard to judge the range of an infected’s attack and, in the case of the smoker and the boomer, you have to wait a while for your attack to recharge if you miss. Playing a tank can be either very satisfying or also very frustrating; sometimes it feels like your big, meaty fists are going right through the survivors’ bodies without effect. When you get in a few good hits, though, you can really turn the tide of a match.

All that said, though, versus mode is starting to grow on me. I feel like I’m starting to get a better handle on how to play the infected; you have to be very patient and precise, and you have to coordinate both with your fellow boss infected and with the AI horde. You’re most effective when you wait until the survivors are distracted or panicking, then strike. If a smoker and a pair of hunters all strike at the same time during an infected rush, it can spell curtains for the survivors.

There’s also something to be said for playing the survivors against human opponents. They’ll often do things that the AI-controlled infected won’t do, and those things are often unexpected. It is, however, a very different game; there’s less continuity and it’s not quite as cinematic as campaign mode; in many cases, you won’t be making it through an entire level, but you’ll play the next level anyway.

At any rate, I think that there’s a lot of merit in both modes of play. It’s a great game, full of zombie-stomping fun, either way.