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	<title>The Scientific Gamer &#187; left 4 dead</title>
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		<title>Thoughts: Back 4 Blood</title>
		<link>https://scientificgamer.com/thoughts-back-4-blood/</link>
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		<pubDate>Mon, 22 Nov 2021 09:00:17 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[back 4 blood]]></category>
		<category><![CDATA[left 4 dead]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[turtle rock]]></category>

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		<description><![CDATA[<p>“Man, all of these games that take heavy inspiration from Left 4 Dead’s co-op horde shooter formula are great and all, but they’re all missing something. I wish somebody would just make a modern version of Left 4 Dead.” Back 4 Blood is released. “No, not like that.” Back 4 Blood is a game that [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-back-4-blood/">Thoughts: Back 4 Blood</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_zombies1.jpg"><img class="alignnone size-medium wp-image-6675" title="Another day, another zombie horde." alt="b4b_zombies" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_zombies1-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">“Man, all of these games that take heavy inspiration from <i>Left 4 Dead</i>’s co-op horde shooter formula are great and all, but they’re all missing something. I wish somebody would just make a modern version of <i>Left 4 Dead</i>.”</p>
<p style="text-align: justify;"><i>Back 4 Blood</i> <i></i><i>is released</i>.</p>
<p style="text-align: justify;">“No, not like that.”</p>
<p style="text-align: justify;"><span id="more-6663"></span></p>
<p style="text-align: justify;"><i>Back 4 Blood</i> is a game that makes a few of the right moves, but which otherwise keeps tripping and stumbling headfirst into a minefield at every possible opportunity. This is both surprising and yet utterly predictable at the same time, given how much it is obviously <i>supposed</i> to be a spiritual successor to <i>Left 4 Dead.</i> It’s by the original developer, Turtle Rock, so it has “by the original developer of <i>Left 4 Dead</i>” in all of the marketing. It has an almost-identical premise of playing one of four survivors stuck in the zombie apocalypse fighting their way from saferoom to saferoom using a variety of guns, melee weapons and explosives. It has special infected equivalents who are tougher than regular zombies and who have special abilities, and almost all of them are direct analogues of a <i>L4D</i> version &#8212; the Boomer is here, and the Hunter, and the Jockey, and the Smoker, and the Tank. It has an AI Director in the background that’s <i>supposed</i> to be pseudo-randomising the levels and intelligently spawning hordes and specials in response to player actions in order to keep the pressure up, just like <i>Left 4 Dead</i>. Long story short, <i>Back 4 Blood</i> is very intentionally as close as Turtle Rock think they can get to making <i>Left 4 Dead 3</i> without getting sued by Valve.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_saferoom.jpg"><img class="alignnone size-medium wp-image-6671" title="If this looks familiar, it's because they took the saferoom doors from Left 4 Dead and painted them orange instead of red. That is how badly Back 4 Blood wants to be Left 4 Dead 3." alt="b4b_saferoom" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_saferoom-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">But while <i>Back 4 Blood</i> might have been intended as a demonstration of what a modern <i>Left 4 Dead</i> should look like, what it <i>actually</i> is is a damning indictment of the last 13 years of “progress” in game design. The original <i>Left 4 Dead</i>, released in 2008, surpasses <i>Back 4 Blood</i> in almost every single respect because it invented the genre. It wasn’t chasing any trends; it knew exactly what it wanted to be and didn’t feel like it had to include any extraneous mechanics or overstuff itself with features for the sake of being different. Yes, part of this piping hot take is going to be because I put 300-plus hours into <i>Left 4 Dead</i> back in the day and I really really like that game, but that’s a rod Turtle Rock made for their own backs by specifically evoking and referencing <i>Left 4 Dead</i> in so many ways that’s it’s absolutely impossible not to directly compare the two games at every juncture. And <i>Back 4 Blood </i>comes off worse almost every single time.</p>
<p style="text-align: justify;">Let’s start by talking about the elephant that’s <i>supposed</i> to be in the room when you’re talking about a <i>Left 4 Dead</i> successor, but which is conspicuous by its absence in <i>Back 4 Blood</i>: Versus mode. The entirety of <i>Left 4 Dead</i> was designed around Versus mode, where a team of four human survivors attempted to make it through a level while an opposing team of four humans coordinated the constantly-respawning special infected to stop them. True, it could be played as a solely co-op game with AI taking over the role of the special infected, or even as a solely single-player game with bots also filling in for the other survivors, but the game mechanics didn’t change from mode to mode; a Hunter in single-player is exactly the same as a Hunter in Versus, except for being controlled by an AI that would land one pounce and then die rather than a human that would pick a target and coordinate with the rest of the zombie team to incapacitate multiple survivors at once.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_bar.jpg"><img class="alignnone size-medium wp-image-6676" title="Molotov cocktails are as devastating as ever, provided you can get the zombies to all cluster up in one place." alt="b4b_bar" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_bar-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Now, I want to be clear about this: I do not miss Versus mode itself, per se. If <i>Back 4 Blood</i> had a Versus mode I wouldn’t play it; the <i>L4D</i> version could get particularly sweaty at times (well, all of the time) and I’m too old for that now. I just want to shoot zombies with my friends, and so I don’t think less of <i>Back 4 Blood</i> for not including it as a gameplay option. What I <i>do</i> miss, however, is the campaign balancing that arose from the <i>existence</i> of Versus mode. Some might view having to balance the entire game around a competitive multiplayer mode as restrictive, and arguably it is, but in <i>Left 4 Dead</i>’s case it is restrictive in the <i>right</i> way. <i>Left 4 Dead</i> could never resort to lazy solutions the way <i>Back 4 Blood</i> does; its level design had to be absolutely top-notch in order to provide a challenging run for the survivor players without leaving too many points where the infected players could easily incap the entire team in one go, and its weapon and infected ability design was all built around the assumption that there would always be four survivors and four special infected in the game at any one time &#8212; no more, and no less. This produced a superbly focused set of campaign levels that interspersed slower “safe” periods when the infected team was either waiting to respawn or biding their time prior to an attack with short, sharp battles where the infected tried to inflict as much damage as possible on the survivors before they were all killed.</p>
<p style="text-align: justify;">Contrast this with <i>Back 4 Blood</i>’s take on a campaign. The game is split into three Acts of 10-12 levels each. Because it’s co-op only (you can&#8217;t play infected at all except in the terrible DPS race mode, which is not at all like the rest of the game)  this means that the levels don’t <i>all</i> have to be about running from a start point to an end point with a climactic horde battle in the final level, which is theoretically a good thing and something that <i>Back 4 Blood</i> does at least attempt to leverage in places. The problem is that its application of this newfound freedom is <i>extremely</i> uneven, with the levels split evenly between longer ones which are modelled after the <i>L4D</i> paradigm, and shorter ones which I can only describe as “filler”. The shorter ones have a tendency to re-use levels (the fort-and-suburbs level is re-used a whopping four times) with slightly different routes and enemy compositions and absolutely no other changes. Run past the diner to rescue survivors while fending off zombies and special infected! Now run past the diner to deliver boxes while fending off zombies and special infected! Now run past the diner to fight some bosses while fending off zombies and special infected! Because they’ve been built for reusability rather than because anyone actually gave a shit about them as a concept or as a place these filler levels have the most generic layouts and landmarks possible, and this leads to serious problems with level legibility because there are next to no tells on where the route forward actually is. Since they’re re-used in every single one of the game’s Acts you end up getting lost inside of this bland, uninspired and repetitive level design a <i>lot</i>.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_diner.jpg"><img class="alignnone size-medium wp-image-6665" title="Now that I look at it I'm not even sure this is a diner. But that's just a sign of how generic it is: I literally can't tell what it is." alt="b4b_diner" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_diner-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">About the best thing I can say about <i>Back 4 Blood</i>’s level design is that these filler levels “only” comprise about half of the game. The other half of the game is made up of those longer levels more comparable to <i>Left 4 Dead</i>, and while the design here is definitely more… variable in quality, shall we say, than in <i>Left 4 Dead</i> it’s rarely unpleasantly so. There’s levels comparable to Blood Harvest in here, a couple of levels that take inspiration from Hard Rain, and then some of the smaller ones repurpose the scavenger hunt PvP mode as a single-player mechanic &#8212; walk around a large-ish arena looking for randomly-placed nest thingies to blow up &#8212; in a perfectly decent way. Sadly there’s a couple of duff levels in here too, with some <i>really</i> weird design choices &#8212; one of the Hard Rain-ish levels has you wading through flooded mobile homes for the entire length of it, conditioning you to think “water is no problem”, and then the level immediately following it contains pools of water that look identical to the water in the last level but which instantly kill you if you touch them. And because of the way they’re interspersed with these shorter, disposable filler levels it feels like the game never gets up to speed the way it should. There’s no <i>rhythm</i> to it the way there is in <i>Left 4</i> <i></i><i>Dead</i>. <i>None</i> of these levels would have flown there, with its relentless focus on the adversarial PvP side of things; you definitely wouldn’t have had any of these levels that were so bland and nothing-y because where does the conflict come from? Where are the ambush points? Nowhere, because half of the levels are just this bland melange of nothing, and because the level design in general is so messy it means that difficulty doesn’t arise from the level layouts and set-piece events, where they exist &#8212; things that can be predicted and planned for, in other words &#8212; but instead from <i>Back 4 Blood</i>’s entirely bullshit philosophy around the AI Director and its spawning of special infected enemy types.</p>
<p style="text-align: justify;">Again, I have to do a direct comparison with <i>Left 4 Dead</i> here to explain why I think <i>Back 4<b> </b></i><i>Blood</i>’s take on the special infected is so awful. In <i>Left 4 Dead</i> the main danger the special infected pose is that they’ll disable you temporarily so that you can’t help your friends as they get picked off by other special infected or the zombie horde. Unless you’re a Hunter landing a pounce from the top of a skyscraper, pure damage is just not on the menu here, especially because <i>Left 4 Dead</i>’s special infected are <i>vulnerable</i>. They die to a single shotgun blast, or to a few rounds of assault rifle fire; if the Survivor team is on the ball they just won’t have time to get stuck in with their claws before they get shot off whoever they caught, unless the Infected team coordinates their attacks to disable multiple survivors at once. Run-ending attacks from <i>Left 4 Dead</i>’s special infected were rare, even when controlled by human players; most levels had certain danger points &#8212; usually next to a sheer drop &#8212; where there was the <i>potential</i> for this, but all of the special infected had to be up at the same time and prepared for the ambush and all of them had to land their attacks perfectly. If this didn’t happen then it became a war of attrition; the special infected might not be able to deal that much damage in one go, but multiple attacks over the course of a level could wear a survivor team down to the point where they couldn’t continue. Which is as it should be in a game about human survivors fighting their way through the zombie apocalypse.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_horde_2.jpg"><img class="alignnone size-medium wp-image-6669" title="Can't take Kenti anywhere." alt="b4b_horde_2" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_horde_2-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Every time I fight <i>Back 4 Blood</i>’s special infected (or Ridden, but that’s a stupid name so I’m not using it), though, I get the very distinct impression that Turtle Rock looked at the good work they’d done in <i>Left 4 Dead</i> and then proceed to do the exact opposite of that for<i> Back 4 Blood</i>. Where <i>Left 4 Dead</i> limited special infected numbers to a maximum of four alive at any one time, there’s no such restriction on their numbers in <i>Back 4 Blood</i>, which will enthusiastically spawn them in such quick succession that there can be five, six or even seven trying to kill you at once. Where <i>Left 4 Dead</i> made the special infected vulnerable so that they had to rely on surprise, positioning and coordination to do any real damage, every single one of <i>Back 4 Blood</i>’s special infected takes multiple magazines of ammunition to kill &#8212; even the Boomer equivalent, which will quite happily soak up thirty rounds or more before exploding. I’m prepared to accept that they needed a comparative boost in power to make up for the fact that they’re exclusively AI-controlled now, but increasing their numbers by a factor of two and their HP by a factor of ten (or more) is the laziest and least interesting way <i>Back 4 Blood</i> could possibly have gone about it. In <i>Left 4 Dead</i> if a Charger turned up you could play it smart as a survivor, baiting their charge and then pumping enough auto-shotgun rounds into their back to kill them. In <i>Back 4 Blood</i> if the equivalent enemy &#8212; a Tallboy &#8212; shows up you can fire an entire drum of shotgun ammo into its face as it walks towards you and it won’t even flinch, and then when you’re stuck reloading it’ll wind up a bullshit undodgeable attack that takes off a quarter of your health bar. And when you eventually manage to kill it you then have to deal with the second Tallboy, the Boomer and the small Jockey-thing that the game helpfully spawned at the same time</p>
<p style="text-align: justify;">Looking back on what I’ve just written, and thinking back to my experiences with the game, I think the bulk of my problem here is with the Tallboy in particular. The other special infected types feel disproportionately tough, but they also feel manageable for a coordinated survivor team since their attacks and abilities are intended to punish people who get caught out of position; if you stick together and focus fire you can deal with them. The problem, though, is that <i>Back 4 Blood</i> really,<i> really</i> likes spawning Tallboys in preference to anything else. It feels like half of all of the special infected you fight are Tallboys, especially given the game’s weird predilection for spawning two or more of them at the same time; there’s a reason one of the memes that went around shortly after the game’s release is <a href="https://i.redd.it/y8j5g5yq8nt71.png">this pisstake of the <i>Back 4 Blood</i> cover art</a>, except with all of the zombies replaced with Tallboys, because I am far from the only person who feels this way. They perfectly epitomise all of the flaws with <i>Back 4 Blood</i>’s special infected design, because where’s the potential for smart play when a Tallboy turns up? There’s no good way of killing them quickly &#8212; all of <i>Back 4 Blood</i>’s special infected have glowing weak spots you can shoot for massive damage, but the Tallboy’s is on its shoulder that it keeps pointed away from the survivors at all times &#8212; so all you can do is walk backwards while shooting it in the face. This isn’t <i>fun</i>. Killing a Tallboy never feels like an achievement, it just feels like a waste of ammo, especially because there’ll be three more along in a minute.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_tallboy_2.jpg"><img class="alignnone size-medium wp-image-6677" title="Tallboys show up in approximately 20% of the screenshots I take. That is how prevalent they are in the game." alt="b4b_tallboy_2" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_tallboy_2-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Believe it or not I<i> am</i> trying not to be annoyed that<i> Back 4 Blood</i> isn’t <i>actually</i> <i></i><i>Left 4 Dead 3</i>. No, really. There are plenty of games out there that have taken the basic concept of <i>Left 4 Dead</i> and put their own spin on it, like <i>Vermintide</i> and <i>Deep Rock Galactic</i>, and I’ve enjoyed almost all of them. You don’t have to slavishly follow the design principles of <i>Left 4 Dead</i> to make a great co-op horde shooter, you just need to be reasonably thoughtful about the new elements that you add so that the game balance remains taut and fun. But when you do something as stupid as “just double the numbers and increase the HP bars by 10x and then call it a day”  I can’t <i>help</i> but be annoyed, especially when you’re explicitly marketing yourself as a spiritual successor to a game that was very, <i>very</i> clever about nearly everything that it did. And I’m not even finished yet, because <i>Back 4 Blood</i>’s boring levels and uninteresting enemies might be irritating on their own but they’re mere symptoms of the biggest problem of all, which partly arises from the one actually new and interesting mechanic that <i>Back 4 Blood</i> introduces: the card system.</p>
<p style="text-align: justify;">The card system is the one… no, one of the two parts of <i>Back 4 Blood</i> that I actually like. The other is the guns and the shooting of them, which is a really important thing for a first-person shooter to get right and which is an achievement I don’t want to diminish in any way because you’d be surprised at how many games screw it up, but which is difficult to get into in detail &#8212; the guns sound crisp and meaty, have good feedback, and inflict satisfying damage on the regular zombies, and that’s about all I have to say about them. But the <i>cards</i> are a much more interesting thing to talk about. “Cards” is a bit of a misnomer; that’s how they’re represented in game since <i>Slay The Spire</i> made cards cool again, but what they actually are is your character’s skill build. The way this works is you put together a deck of 15 skill cards. Cards are drawn from the deck in the order that you added them &#8212; no shuffling or randomisation here &#8212; to give you a hand of five that you can choose from. Selecting a skill card adds it to your current build; the remaining four cards remain in your hand and you draw another card to replace the one you picked. You pick two or three skills at the start of an Act, and then you get to pick another one at the start of every subsequent level, gradually powering up your character.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_deck1.jpg"><img class="alignnone size-medium wp-image-6679" title="Stack all of these cards together and you'll never run out of grenades." alt="b4b_deck" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_deck1-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">The card variety and breadth of skill builds possible in <i>Back 4 Blood</i> is actually pretty impressive. There’s something like 200 cards in the game, which must unfortunately be slowly unlocked one at a time via one of the most idiotic progression systems I’ve so far seen in an online game, so when you’re starting out it feels rather gimmicky because it’s impossible to see all of the possibilities on offer. At first a card like “get 5 additional money every time you loot money” feels rather underwhelming. And on their own it’s true that most of these skills are either not that impactful, or else carry some corresponding disadvantage &#8212; <i>Back 4 Blood</i> will dial up numbers on individual cards to heights other games would be terrified of exploring, but that “+60% ammo capacity” effect will always be paired with a “-30% stamina efficiency”. When you start to stack them together, though, the various effects really do add up; the difference between a character at the start of an Act who has just two skills unlocked and a character at the end of one who has all fifteen is pretty absurd, assuming you put your skill deck together correctly.</p>
<p style="text-align: justify;">At first you just try and put all of the things boosting one type of damage together, making a Shotgun deck or an SMG deck, and this can be moderately effective, if a little dull and very dependent on your picking up the right type of weapon &#8212; it can be pretty annoying to take your Shotgun deck into an Act and then have the game not offer you a single shotgun pickup for the first five levels. But there’s more interesting builds available that the game seemingly tries to nudge you towards. For example, one of the negative effects you can get on a card to balance out a particularly beefy bonus is “Can’t aim down sights”. On its own this is pretty annoying, as the base hipfire accuracy of your character is not great and you won’t be able to hit anything past medium range without iron sights. However, there are also cards that increase your hipfire accuracy which can reduce it down to 0 spread &#8212; so every round goes dead in the centre of the reticle &#8212; and you’ll <i>also</i> notice that there are multiple cards which have the “No iron sights” penalty. Since it’s impossible for this penalty to stack, if you take one of these cards you might as well take them all, and if you do what you end up with is the ability to fire an SMG with laser-like precision and to reload it in a fraction of a second, allowing you to effortlessly mulch entire hordes as long as your ammo reserves hold out.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_shop.jpg"><img class="alignnone size-medium wp-image-6672" title="The shop. Mostly used for topping up on ammo and items, since unless you're running a money deck that's likely all you'll have the cash for." alt="b4b_shop" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_shop-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">What I particularly like about the card system is how predictable it is. You always get one card draw per level, and cards are always drawn in the order in which you put them into the deck. There are certain cards which are best picked early on in an Act; every saferoom contains a shop where you can buy either new guns and attachments or some very expensive passive upgrades for auxiliary items like grenades and healthpacks, but to afford the latter you need a <i>lot</i> of money. This is where that “get 5 additional money every time you loot money” card comes in very handy, and there are also a couple of additional money-boosting cards that, if taken together at the start of an Act, allows you to buy every single passive upgrade available. The grenade upgrades in particular will more than triple the damage a single grenade does if upgraded all the way, so it’s good to also sprinkle in a few cards which further boost grenade capacity and damage. A fully-boosted grenade is the only thing in the game which will one-shot a Tallboy, and a stack of five of them will melt any of the actual bosses the game occasionally spawns, which conveniently tend to show up towards the end of an Act when you have all of this stuff online. This deck wouldn’t be possible if the draws were randomised, as it relies on the snowball effect of buying an entire Act’s worth of passive upgrades, which wouldn’t happen if you could not guarantee drawing those money-boosting skill cards in your opening hand.</p>
<p style="text-align: justify;">I really do like <i>Back 4 Blood</i>’s skill/card system. It’s an interesting idea with a lot of potential depth, and I’d like another, better game to pick it up and do something worthwhile with it. Unfortunately that game is <i>definitely</i> not <i>Back 4 Blood</i>, which has managed to both compromise itself in service of the card system &#8212; I am reasonably sure that the “filler” levels I talked about up top are a last-minute addition to the game that only exist because of the need to grant one skill card per level, which means Acts need to be 12 levels long &#8212; and which has also managed to render said card system completely useless thanks to its insanely overtuned difficulty levels. It has three of them, and my friends and I dutifully started out on the lowest difficulty level, Recruit. This initially seemed pretty well-pitched as we played through the game’s three Acts and learned the levels and systems; however, towards the end, when we had a fair number of cards unlocked, and despite the bullshit special infected balancing, it started to get noticeably easy. We knew where to go, we knew what to do, and we’d sussed the deck system sufficiently that we were finishing levels with pretty much full health. Time to take things up to the next difficulty level, Veteran, right?</p>
<p style="text-align: justify;"><i>Wrong</i>.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_ogre.jpg"><img class="alignnone size-medium wp-image-6678" title="Since every enemy in B4B is a mini-Tank, the game feels the need to also introduce even-bigger-Tanks, called Ogres. They are extremely boring to fight." alt="b4b_ogre" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_ogre-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">I have made four attempts on Veteran difficulty so far. While I’m not exactly an expert at co-op horde shooters I’m no slouch at them either, and my friends who were playing with me all fit the same description: <i>Left 4 Dead</i> veterans with several hundred hours played across the original game and its sequel, and who used the Recruit playthrough to shake off any rust that might have built up over the intervening decade. I was expecting to be reasonably challenged by <i>Back 4 Blood</i>’s Veteran difficulty; something that was roughly the equivalent of Advanced in <i>Left 4 Dead</i> and which struck a nice balance between being difficult and being fun.</p>
<p style="text-align: justify;">I was <i>not</i> expecting to be crushed outright within four levels of starting the first Act.</p>
<p style="text-align: justify;">“Punishing” doesn’t even begin to describe Veteran difficulty. You have less health. Everything hits harder. There’s nowhere near as much healing available. There are even more special infected spawns, and more special infected up at the same time. I don’t know if they have more health, but there’s definitely less ammo available to shoot them with. Much of this is what I was expecting, and it’s true that after our first abortive attempt we were managing the minute-to-minute play of Veteran difficulty. The problem is the <i>spikiness</i> of it, because all of those idiotic design decisions made around the special infected that I described earlier?  All of those are magnified tenfold by Veteran’s difficulty modifiers. A run can be going absolutely fine, no problems whatsoever, and then the game will decide to hit you with an absurd number of Tallboys out of nowhere, backed up by a Boomer who is irritatingly good at sniping you with its vomit &#8212; Boomer vomit has absurd range and the AI has X-ray vision through things that would break LOS for a human player, like tree branches, meaning that it can vomit on you repeatedly while you’re reduced to blind-firing in its general direction &#8212; and that’s the run over. Two of my Veteran runs have ended on the same horde event, which is a flag the game seems to interpret as “okay, time to <i>really</i> crank up the number of special infected” &#8212; in sixty seconds I counted four Tallboys, three of the smaller Jockey-like ones, two Boomers and god knows what else I missed because I was too busy backpedalling furiously trying to avoid the horde.</p>
<p style="text-align: center;"><a href="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_tallboy_1.jpg"><img class="alignnone size-medium wp-image-6673" title="The reason you're not seeing more shots of Tallboys in this review is because Back 4 Blood refused to respect my motion blur settings, so most of the shots I have of them are blurry nothing." alt="b4b_tallboy_1" src="https://scientificgamer.com/blog/wp-content/uploads/2021/11/b4b_tallboy_1-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">I have two questions to ask here, the first of which I suspect I do know the answer to and the second which just totally baffles me. First, <i>why</i> exactly is Veteran difficulty so murderous? I <i>think</i> it’s because of the cards; thanks to the cards the potential player power level is much higher than it was in <i>Left 4 Dead</i>, which is why the game sees no problem with throwing multiple waves of Tallboys at you because &#8211; ha ha! &#8211; you can just one-shot those with your overpowered deck, right? Well, that might be true at the end of an Act but it’s definitely not true at the start of it, which happens to be precisely the point that we’re getting slaughtered. Perhaps it was expecting us to not only use decks that have internal synergy, but which synergise with the decks used by the other players on the team; however, that brings me to my second question: who is Veteran difficulty <i>for</i>? In fact, who is <i>Back 4 Blood </i>in general for? Based on current evidence it doesn’t seem to be for a team of actual <i>Left 4 Dead</i> veterans; expecting people to coordinate not only their gameplay but their decks &#8212; expecting them to have that kind of deep understanding of <i>Back 4 Blood</i>’s systems &#8212; is something that I would have thought the third difficulty level, Nightmare, would ask for, not the second one. Currently we’re in the frustrating position of the decks making Recruit way too easy for us but Veteran chewing us up and spitting us out despite using those same decks.</p>
<p style="text-align: justify;">But hey, at least we were able to complete the game on Recruit. <i>Back 4 Blood</i> is on Game Pass and was downloaded by a lot of people who had never played one of these games before and I understand those people got absolutely <i>trashed</i>, because <i>Back 4 Blood</i> is fundamentally terrible at teaching people how to play it and assumes… well, it seems to assume you spent the last thirteen years exclusively playing <i>Left 4 Dead</i> and nothing else. Something seems to have gone horribly wrong in the user testing phase for this game, especially since Turtle Rock seem just as bemused as anyone as to <i>why</i> their game is so difficult; there was a fantastic headline a few days ago where they said it was “<a href="https://www.pcgamesn.com/back-4-blood/difficulty-specials-spawning">far more difficult than intended</a>”, like they accidentally tripped over something and pulled the difficulty lever down to the “Utterly Insane” setting. They’ve blamed bugs with the special infected spawn rates on three separate occasions and have tried to fix those bugs twice, to no avail. I suspect it’s far too late now, though; my friends and I have abandoned the game and I don’t really see us going back without a <i>really</i> good reason, and judging from the trend in Steam reviews we’re far from the only ones. It’s not like I didn’t have fun with it, at least to start with, and if <i>Back 4 Blood</i> had made more of an effort to distinguish itself from <i>Left 4 Dead</i> this review might not have the overall tone of me working it over with a two by four. Unfortunately its only major distinguishing feature is in how much <i>worse</i> it does everything that <i>Left 4 Dead</i> does, and so I don’t think anyone is going to be talking about <i>Back 4 Blood</i> in the same reverential tones any time soon.</p>
<p>The post <a href="https://scientificgamer.com/thoughts-back-4-blood/">Thoughts: Back 4 Blood</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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		<title>Thoughts: Vermintide</title>
		<link>https://scientificgamer.com/thoughts-vermintide/</link>
		<comments>https://scientificgamer.com/thoughts-vermintide/#comments</comments>
		<pubDate>Mon, 02 Nov 2015 11:00:44 +0000</pubDate>
		<dc:creator><![CDATA[Hentzau]]></dc:creator>
				<category><![CDATA[gaming]]></category>
		<category><![CDATA[co-op]]></category>
		<category><![CDATA[left 4 dead]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[vermintide]]></category>
		<category><![CDATA[warhammer]]></category>

		<guid isPermaLink="false">http://scientificgamer.com/?p=4671</guid>
		<description><![CDATA[<p>Well, if you want to try making a version of Left 4 Dead using the Warhammer IP, I suppose replacing all of the zombies with Skaven and the guns with actual giant warhammers is one way of doing it. (The other way is first-person Space Hulk, but it looks like that might already be in [&#8230;]</p><p>The post <a href="https://scientificgamer.com/thoughts-vermintide/">Thoughts: Vermintide</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_horde.jpg"><img class="size-medium wp-image-4674 aligncenter" title="Blood? Fire? Ratmen? Certainly looks like Warhammer." alt="vermin_horde" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_horde-580x326.jpg" width="580" height="326" /></a></p>
<p>Well, if you want to try making a version of Left 4 Dead using the Warhammer IP, I suppose replacing all of the zombies with Skaven and the guns with actual giant warhammers is one way of doing it.</p>
<p style="text-align: justify;"><span id="more-4671"></span></p>
<p style="text-align: justify;">(The other way is first-person Space Hulk, but it looks like <a href="https://www.youtube.com/watch?v=WGmmXd8r4YQ">that might already be in hand</a>. Anyway, as Space Hulk has a lot of guns and the closest Vermintide gets is black powder weapons, there’s room for both concepts to coexist quite comfortably.)</p>
<p style="text-align: justify;">It’s a little unsettling how on-the-nose Vermintide is as a copy of Left 4 Dead. It’s been seven years since the original L4D was released, and while I’ve played plenty of games that have put their own spin on the four-player co-op concept (Payday and Killing Floor come to mind), none of them have followed quite as closely in its footsteps as Vermintide does. You’re one of a party of four heroes trapped in a city that’s been overrun by the Skaven &#8211; odious little rat-men who swarm you in huge packs, and who thus serve as admirable stand-ins for the zombies. From the inn that serves as your base of operations you can pick one of a selection of thirteen missions to attempt to foil the Skaven assault; each of these missions makes a fairly spirited attempt to mix things up a bit, but ultimately they each boil down to carrying out an objective while fending off wave after wave of Skaven, just like L4D’s panic events. Individual Skaven are easily slaughtered, but they outnumber you ten to one and have the help of four different types of special Skaven, three of whom are broadly analogous to the original special infected in L4D. There’s an AI director governing when the game is going to drop a Rat Ogre (read: Tank) on you, expendable bombs that you use on big hordes or tough enemies, medpacks (sorry, medical supplies) and pills (healing potions) &#8211; the list of similarities goes on and on. If this were everything that Vermintide is, I’d be pretty quick to call it a barefaced rip-off of L4D and move on to the next thing.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_choke.jpg"><img class="size-medium wp-image-4679 aligncenter" title="Funneling the rats into a chokepoint is still the most effective way of dealing with them, but the level design is pretty good at forcing you out into the open." alt="vermin_choke" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_choke-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Fortunately, while Vermintide does have a surprising amount of L4D’s DNA lurking inside of it,  it’s eschewed resting on L4D’s laurels and instead uses this as a strong base on which to build new and interesting mechanics, and these changes do more than enough to comfortably distance it from its ancestor and lend it oodles of its own character. Probably the biggest mechanical switch-up is that Vermintide is primarily a melee-focused game &#8211; where L4D had you keeping the zombies as far away from you as possible, you *have* to close with the Skaven hordes in Vermintide because ammo for ranged weapons is scarce and you can’t possibly use bows and muskets to deal with them all. Developers Fatshark have plenty of previous experience in multiplayer medieval combat as they were responsible for the ill-fated War Of The Roses<sup class='footnote'><a href='#fn-4671-1' id='fnref-4671-1' onclick='return fdfootnote_show(4671)'>1</a></sup>, and that experience shows through in Vermintide’s viscerally violent virtual rat slaughterhouse; the melee combat here is as satisfying as anything in Chivalry, and certainly far more so than the comparatively anaemic melee weapons in L4D2.  Heads pop, necks get sliced, and the two-handers can cleave through five or six ratmen at once.</p>
<p style="text-align: justify;">Of course there’s twenty more rats right behind them, and so Vermintide’s melees can turn into surprisingly intelligent affairs as you attempt to manage the teeming mass of skaven that’s coming for you: you have to get up close and personal to kill them, but you also have to do it without losing too much health in the process. You can block, and if your connection is good enough you can stop mid-swing to raise your guard when you see a skaven in front of you winding up for an attack, but blocking uses stamina and you can’t keep your guard up indefinitely. This is where the third basic element of melee comes in: pushing. Attacking while you’re holding block will result in your character giving anything in front of it a meaty shove, which does no damage but sends rats sprawling back and creates space for you to work on actually killing them two or three at a time. Pushing also uses stamina so you have to break it up with attacks, and so defending against a horde attack is a matter of using blocks, pushes and positioning to prevent yourselves from being surrounded and dragged down while you thin out their numbers sufficiently to move forward.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_mash.jpg"><img class="aligncenter" title="A rare un-blurred combat screenshot." alt="vermin_mash" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_mash-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Slaughtering skaven in Vermintide is perpetually satisfying and quite easy to sustain once you get into the rhythm of it; there is a reasonably high skill ceiling involved, but if you pay attention and fight smart you can weather entire waves of skaven without taking so much as a scratch. Unfortunately for you the lesser skaven are just a smokescreen for the far more dangerous special skaven types; while you’re dealing with a horde you’re much less likely to be able to notice them sneaking around in the back lines until they launch their attack, at which point it’s far, far too late. There’s four basic types: the Gutter Runner, who is a direct copy of the pouncing Hunter from L4D; the Poison Globadier, who hurls vials of deadly poison gas that damage anyone caught in the blast radius (including skaven) and block vision; the Ratling Gunner, who is an armoured rat with a minigun; and the Packmaster, who snags unwary heroes with a mancatcher and drags them off to the far reaches of the level. Of these only the Packmaster is truly dangerous on his own, and then only to players who have become separated from the rest of the group, but when you thrown any of these special skaven in with a horde they become <i>so much worse</i>.  A horde can cover for the Packmaster’s approach, and once he hooks somebody the horde will close in around him and make rescuing them a lot more difficult since you now have to cut your way through a crowd of angry skaven. Globadiers disorient players they hit and can temporarily split a party up with their gas to make them easier picking for other skaven, and the Ratling Gunners take a while to set up for an attack but can wipe out a player’s entire health bar if they don’t get into cover pretty sharpish. One of these specials is bad enough; encountering two or more at the same time as a horde is potentially game ending if you don’t spot and eliminate them quickly.</p>
<p style="text-align: justify;">Vermintide also has a fifth type of special skaven: the Stormvermin. These aren’t lumped in with the rest of the specials as you’ll mostly encounter them sprinkled in with the basic clanrats infesting a level rather than spawning off on their own and beelining for the party. Stormvermin are bigger, tougher rats armed with glaives that can take off a quarter or more of your health bar in one swing, and armoured so that they’re immune to basic player attacks. For Stormvermin you have to aim for the head, or else use an attack with the armour-piercing property; nothing else is going to cut it. They’re mostly used to beef up the skaven ranks and keep the party on their toes (you can’t just run around assuming your basic opposition is going to be cannon fodder with them in the mix) but you’ll also occasionally encounter six-rat patrols of Stormvermin marching through an area. Fighting six Stormvermin at once is <i>really</i> dicey unless you’re loaded with bombs, so it’s best to avoid them completely if you can.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_objective.jpg"><img class="aligncenter" title="Of course sometimes you just can't avoid fighting Stormvermin because they're usually guarding the mission objective. Although usually you'd want to snipe one or two of them first." alt="vermin_objective" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_objective-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Special skaven like the Stormvermin often require special weapons to eliminate them efficiently, which makes this a great time to talk about the other thing Vermintide does that separates it from the basic Left 4 Dead experience: its class and loot system. Unlike L4D, where each of the survivors played identically to one another, each of the characters in Vermintide has access to a very different set of weapons, which affords them each a very different set of abilities. The Empire Soldier and the Dwarf Ranger share a fair amount of overlap; each of them gets access to shields, two-handed weapons and black powder firearms. The Dwarf is a little more defensively focused, being happiest when he has a shield and axe/hammer &#8211; the shield affords bonus stamina for blocking/pushing and makes pushes more effective as you bat skaven backwards with your shield &#8212; and the Soldier is best with his two-handed hammer, which can smash hordes aside and goes straight through Stormvermin armour, but they can each play the other’s role if they have the the right equipment. The Witch Hunter is another melee-focused class, but one played with much more finesse: his basic loadout is a rapier, which will slice heads with a light sweep and pierce armour with a charged thrust, but which is much less effective if you’re not great at aiming for the neck or head. The Elf Waywatcher has access to a variety of bows with plenty of ammo, but is also surprising good at blending skaven with her twin swords/daggers &#8211; she just has next to no staying power compared to the other characters and is basically the dictionary definition of “glass cannon”.</p>
<p style="text-align: justify;">Finally there’s the Bright Wizard, who gets a paragraph all to herself because she has a mechanic all to herself: heat management. She gets a basic melee weapon like the rest, but this is only a backup to her magic staff. There’s several different types of staff available, each of which has a different basic and charged attack &#8211; a beam, a fiery bolt, a fireball to blast whole groups of skaven at once &#8212; but all of the wizard’s attacks generate heat instead of using ammo. If she generates too much heat she explodes, so she can’t spam fireballs indefinitely; once she reaches her limit she has to either switch to the backup melee weapon while she cools off &#8211; and she’s far less handy in close combat than the rest of the party &#8212; or else has to spend time manually venting the excess heat; this is faster, but she’s practically immobile while she does it and can potentially take damage while venting if she’s hugely overcharged with heat. The staff attacks are very powerful and some of the best crowd-control methods in the game, but the heat mechanic ensures the Wizard has to pick her targets same as everyone else; if she’s just spammed fireballs to take out a dozen clanrats it means she won’t have anything left to deal with the two Stormvermin who just showed up without bursting into flames herself.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_equipment.jpg"><img class="aligncenter" title="Two handed swords: like two handed hammers, except without armour-piercing. Which makes them useless." alt="vermin_equipment" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_equipment-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">There’s a fair quantity of equipment available to each character; I’d say each of them can equip at least seven or eight different melee and ranged weapons, and each of those weapons is very different from the others. For example, the Soldier’s ranged weapons consist of a blunderbuss (shotgun that blows away anything directly in front of him, but a bit redundant when he has the hammer), a repeater rifle (longer range, fires quickly and pierces multiple targets making it good against clanrats, but does comparatively little damage and is pretty useless against specials), and an arquebus (very long-range one-shot sniper rifle made for headshotting specials, but absolutely useless against hordes). The weapons give each of the classes certain options in combat, and by coordinating their equipment choices and working together in their chosen roles a party can be far more effective and actually stands a chance of making it to the end of the level on the higher difficulties.</p>
<p style="text-align: justify;">But how do you get those weapons in the first place? Each class starts with a modest selection available, but you have to unlock the rest as you play the game, which brings me to the best (and worst) innovation Vermintide has to offer: its loot system. In its most basic form, when you make it to the end of a mission you roll seven dice, each of which has two successes and four blanks. There’s a seven tier loot table with basic white items at the bottom and more powerful green, blue, and even orange items at the top, and each success you roll on the loot dice moves your reward ticker from the bottom towards the top of the table. Each mission successfully completed is guaranteed to give you one piece of equipment (as zero successes will still yield a white item), while the dice roll determines how good that equipment is. Completing a mission on harder difficulty levels improves the basic loot tables, with orange Legendary items inching into the top of the table on hard and appearing at progressively lower tiers on Nightmare and Cataclysm, with less successes required to obtain them.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_loot.jpg"><img class="aligncenter" title="A normal loot table. If we'd done this on hard it'd have orange items in it." alt="vermin_loot" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_loot-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">So far, so simple. Now for the <i>really</i> clever thing Vermintide does, though: while a harder difficulty level improves the quality of the basic loot table, there are items scattered throughout the longer missions in the game that replace your basic loot dice with better ones that are more likely to yield a success. Each of these is also a handicap in some way; for example, you can pick up Tomes on your way through a level that replace your healing item (which is obviously a little awkward), but each Tome that you successfully carried to the end rewards you with a dice that has four successes instead of the basic two. Grimoires take up your powerup slot and reduce your <i>entire</i> party’s maximum health by 25%, but yield dice that are a guaranteed success should you manage to exit the level carrying one. Finally &#8211; and most diabolically &#8211; you’ll occasionally see a rare type of special Skaven called a Pack Rat wandering around a level. He’s pretty tough, and as soon as you attack him he’ll try to scamper off somewhere out of sight where he can despawn, but if you manage to bring him down he’ll drop the contents of his loot sack which can contain one or more Cursed Loot Dice. A Cursed dice only has three successes on it, but this is often enough to cause one or more party members to lose all sense of logic or reason and pursue the Pack Rat single-mindedly through the level<sup class='footnote'><a href='#fn-4671-2' id='fnref-4671-2' onclick='return fdfootnote_show(4671)'>2</a></sup>. This usually results in them triggering a horde that the party is out of position, which in turn results in the party getting murdered by specials. And if you die? Well, a failed mission means you don’t get to roll for loot at all, so all of those dice you just wiped the party to get were totally wasted.</p>
<p style="text-align: justify;">I really like this system of taking voluntary handicaps in order to improve your chances of a good item at the end of the level; it’s a great risk/reward choice for the party to have to make, and encourages exploration of the levels to ensure you haven’t missed any extra bonus dice that might have been lying around. The loot system itself gives Vermintide a fair bit of replayability beyond simply completing all the missions &#8211; it’s perfectly fun to play on its own, but just as with Diablo it’s nice to have a long-term goal of better equipment to shoot for. However, it’s not all good news; for starters the loot tables are randomly generated and can yield any item for any character, which makes it a little tiresome when you spend 90% of your time playing the Soldier and you pick up your seventh pair of Waywatcher daggers. There is a <i>lot</i> of RNG involved despite your ability to improve the odds by picking up Tomes etc., and this is compounded by the higher difficulty levels all but requiring better-quality items in order to be effective; like I said before, the skill ceiling is fairly high and Hard is perfectly doable with white Common items as long as the party is sensible about it, but Nightmare is pretty much impossible without a decent set of greens; when even the basic clanrats take three or four hits to kill you’re going to get overwhelmed in fairly short order. I would hope this is an area that Fatshark pay attention to once they’ve smoothed over some of the rougher edges Vermintide has &#8211; the loot system has some fantastic ideas, but I have serious doubts about its long-term viability<sup class='footnote'><a href='#fn-4671-3' id='fnref-4671-3' onclick='return fdfootnote_show(4671)'>3</a></sup>.</p>
<p style="text-align: center;"><a href="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_bridge.jpg"><img class="size-medium wp-image-4680 aligncenter" title="Some of the levels do look quite nice. As long as you like grey and green, that is." alt="vermin_bridge" src="http://scientificgamer.com/blog/wp-content/uploads/2015/11/vermin_bridge-580x326.jpg" width="580" height="326" /></a></p>
<p style="text-align: justify;">Lastly I should talk about the missions themselves, and the use of the Warhammer Fantasy  setting as a whole. There’s thirteen missions in Vermintide, split roughly 50/50 between short missions that are completable in 15-20 minutes and more gruelling variants that take 30-40 minutes to finish. Most of the short missions spawn you into a relatively open area where you’re shown 3-4 objectives scattered about the level and left to get on with it; this can be anything from gathering gunpowder barrels and carrying it back to a ferry to smashing pillars to bring down the building sheltering a rat warren. By contrast the longer missions are much more like Left 4 Dead: you travel from point A to point B while fighting lots and lots of rats; when you get to point B you do some objective whilst under pressure from waves of skaven and specials (as with the short missions this usually involves gathering gunpowder/wheat or smashing breakable items), and then you run to the escape vehicle. Vermintide recycles its basic mission objectives in several different contexts, and I think this would wear pretty thin if the levels themselves didn’t have a few tricks up their sleeves in terms of design. The Wizard’s Tower is a particular standout here and does some really clever things with player perception, but the rest of them make a valiant effort to change things up in terms of setting and pace, from making the players run to the escape vehicle through a collapsing tunnel filled with enraged skaven to taking the unusual step of adding a point C in after completing the objective/horde event at point B. Visually it all looks pretty good and has some spectacular moments that are intended to impress; the palette is a little dull for my tastes, but it is set in the End Times variant of the Warhammer setting so I’ll accept it tending towards the grimdark end of the spectrum.</p>
<p style="text-align: justify;">And that’s Vermintide. Loot system aside there are only two further criticisms I can reasonably make of the game. First is that the general netcode is mostly solid, but it still seems rather rough around the edges in places; Skaven specials have the occasional tendency to teleport around the map as the game updates their position, which is unsettling bordering on downright annoying, and while I hear it’s possible to bat a Gutter Runner away mid-leap I’ve never managed it because it requires split-second timing based on the Gutter Runner’s position that the netcode just isn’t up to providing. Second is that it deals with host migration <i>terribly</i>, which is to say that it doesn’t deal with host migration at all. If the host leaves, crashes, or otherwise drops from the game it’ll kick the rest of the players back to the start of the level, which is absolutely infuriating when you’re in the middle of one of the longer missions. This is not something that I should be experiencing in a videogame made in glorious space-year 2015. And finally the usual co-op caveat applies &#8211; in that co-op games are only going to be as good as the people you play them with. I played exclusively with friends and have had a whale of a time so far, which is why I’m wholeheartedly recommending the game if you too have a group of like-minded comrades; for the most part it’s a really smart fusion of L4D with fantasy melee combat, which makes it the best co-op experience I’ve had since Payday 2.</p>
<div class='footnotes' id='footnotes-4671'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-4671-1'>Which by all accounts was pretty good, but was also unlucky enough to launch at the same time as the more populist Chivalry and got its lunch money stolen as a result. <span class='footnotereverse'><a href='#fnref-4671-1'>&#8617;</a></span></li>
<li id='fn-4671-2'>There’s even a loading screen “tip” to this effect that shows Fatshark knew exactly what they were doing when they included the Pack Rat. <span class='footnotereverse'><a href='#fnref-4671-2'>&#8617;</a></span></li>
<li id='fn-4671-3'>Especially since &#8212; as with most things where loot is involved &#8212; pick-up groups are pants-on-head idiotic about it and will immediately move to exploit any loophole they can to get equipment, even if it’s mind-numbingly tedious and repetitive, instead of actually playing the damn game. <span class='footnotereverse'><a href='#fnref-4671-3'>&#8617;</a></span></li>
</ol>
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<p>The post <a href="https://scientificgamer.com/thoughts-vermintide/">Thoughts: Vermintide</a> appeared first on <a href="https://scientificgamer.com">The Scientific Gamer</a>.</p>]]></content:encoded>
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