The situation is a familiar one: hanging from a half-collapsed building shouting “Help! Help!” into a headset. Massed zombies claw at our feet, but we have three friends with machine guns coming to the rescue. We emerge crusted with gore, clamber across heaps of undead, reload and are ready to charge into the next building. The sound of distant screaming only adds to the sense that we might never escape the city of Evansburgh. The world has fallen to an infestation that’s turned almost everyone into a zombie – the fast, angry type, not the shambling specimens from George A Romero films. If you can’t work together, you and your comrades will end up as a pile of guts. If nothing else, Back 4 Blood works as an extremely stressful team-building exercise.
The game is the spiritual follow-up to the Left 4 Dead series. It’s been more than ten years since Left 4 Dead 2, and there’s a sense that the new game is a matter of unfinished business for Orange County-based Turtle Rock Studios. The original games’ structure remains intact: four teammates blast through gauntlets in firstperson, slaying hundreds of undead – both regular ones and mutant minibosses with the power to leap from walls, launch vomit at you, and smash you with huge, stretchy arms – as they move between the safe rooms that punctuate each level.
Denne historien er fra April 2021-utgaven av Edge.
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Denne historien er fra April 2021-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
SKATE STORY
Hades is a halfpipe
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart
OUT OF THE SHADOWS
Co-development is now a huge part of triple-A game production. Can it provide safe harbour at a turbulent time for the industry?
WINDBLOWN
Life after Dead Cells
Diablo IV
A progress report on the games we just can't quit
THE MAKING OF...ALIEN: ISOLATION
How a strategy-led studio built a survival horror masterpiece in Ridley Scott's image
Q-GAMES
How Dylan Cuthbert went from Nintendo and PlayStation to the Kyoto indie scene
JUSANT
How the Life Is Strange team traded time travel for mountain climbing