Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
To the dev, keep up the good work because I do think there's some good to be found in this. The environments were, as mentioned, really nice looking, with an interesting concept on top. A redux of this campaign with improved gameplay could make for a five star experience.)
Ok, I'll bite. I actually really liked this chapter... Emphasis on LIKED.
The finale holdout area looks really nice! It merges all of the environmental elements of the previous four chapters together in one giant area with plenty of spots to explore. Despite the holdout length this time being TWENTY FUCKING MINUTES, you really won't have that much trouble with the first ten. I spent my first playthrough of this chapter roaming around the map while taking out the occasional group of common infected or tank.
The remaining 10 minutes, though, are another story.
This is actually the easiest chapter... If you have Left 4 Bots 2 installed.
According to some of the comments here, there is a 10 minute holdout section before you can access the saferoom at the very end. I mention these comments here because I actually skipped the entire event by having the bots warp directly into the saferoom then killing myself. If you were getting tired of having to deal with the increasing length of these holdouts, I would recommend doing the same.
There are 2 guaranteed tanks before this holdout section, but they're pretty easy to beat as you actually get molotovs and gascans in this chapter. Was about damn time.
Once you finally manage to survive, you will have to enter a cave(with a guaranteed witch blocking the entrance) where the saferoom is located. Taking a page out of Chapter 2's book, this saferoom is also blocked off, this time by wooden planks. What you're meant to do here is use a nearby axe to hack at the wood until it breaks down, but there is nothing in the campaign that indicates this. I only knew what to do because I read a comment here mentioning it.
In case your trigger finger was getting itchy, breaking down the barricade also starts a horde event, so you'd better work fast!
This was the chapter that caused five of my eight retries. Coincidentally, the guaranteed number of tanks that spawn in this chapter is also five, AND you have to hold out for five minutes. Does this mean you get five medkits and five throwables? Fuck no! You get zero. OF EACH.
Ok, you might get one molotov if you're super lucky, but that only happened to me once.
I actually couldn't get through this chapter without utilizing a godspot. I refuse to name where this godspot is located as I don't want it to get patched, but you'll likely find it pretty easily if you explore the cabin where the five minute holdout event happens. You will need to do some maneuvering to avoid getting punched off by tanks, but it works wonders against the common infected... To the point where the gameplay can devolve into watching the bots clear out the area for you while you spam random voicelines.
This is where the first of MANY holdout sections is triggered; you have to fend off the infected for 3 minutes in total before the barricade blocking saferoom access is removed. 2 of those 4 guaranteed tanks I mentioned earlier show up here... "Here" being an elevated area where you will very likely meet certain death if, say, you get punched off while fighting the tanks. I would recommend moving back down as soon as you begin the holdout section to avoid enjoying sky blue.
This chapter is kicked off with a horde event as soon as you leave the saferoom. It's not too long, but what comes next is truly something.
For a brief period, you will need to wade through some water to progress. This probably wouldn't be that bad if there wasn't a guaranteed tank AND a witch waiting for you to go swimming.
There are actually 4 guaranteed tanks during this entire chapter- Again, 5 if the director thinks you should suffer a bit more- With no ammo refills, no molotovs, and no respawn closets (if the worst is to come) until the very end!
Aaaaand I lied again, there are NO respawn closets in this entire chapter. If you're playing on singleplayer with an addon that lets the bots continue playing after your death like I was, it's better to just bite the bullet and restart if you happen to die, as the bots are unable to pathfind to the saferoom depending on how much progress you've made.
...
Ok I lied, there is one molotov you can find if you spent some time exploring in the previous area. Totally enough to deal with 3 or 4 separate tanks on the harder difficulties.
I personally would recommend saving that molotov up for Chapter 2, though.
This is where that long hallway full of horde events comes into play. After opening a gate, you need to walk all the way to the end to get to the saferoom. As stated previously, hordes will constantly spawn as you progress; this means you have to take it slow. The gameplay quickly devolves into a constant loop of moving like 5 steps, stopping to clear out a horde, then moving again.
If that sounds like some absolutely riveting gameplay, you're in for a treat! You will get to fight three tanks in three separate occasions- Four if you're super lucky and the Director decides to spawn in an extra one- while going through the motions. The resources that spawn in the area are ammo boxes, 7 medkits, and 3 pipebombs... Notice anything missing?
I mentioned these gameplay elements first as they're used consistently throughout the campaign, but I do want to talk about each individual chapter as well. So... Yeah. Just gonna do that.
I initially downloaded this campaign because the concept intrigued me. A campaign that would showcase the developer's progress in mapping as the players progressed through its maps could be interesting! As someone that generally enjoys campaigns that deviate from the standard formula of L4D2, I had pretty high expectations going in.
So getting to that horde event infested hallway at the very first chapter felt like a swift kick to the fucking nuts.
didn't laugh