Left 4 Dead 2

Left 4 Dead 2

Last Breath
Kyle's Review of "Last Breath" - 4/5
75% excellent! 4/5 stars.

From the creator of CEDA Fever comes Last Breath, a campaign with three wonderful chapters and one that's a bit of a letdown.

Maps 1-3 are textbook examples of good L4D2 level design. Unique locations like a fitness center, an underground lab and a nightclub spice up the otherwise traditional city levels. Difficulty is balanced, horde events are creative, and exploration is rewarded in the expansive, detailed environments. I never got lost for long, although a few extra graffiti arrows wouldn't hurt. Other than minor visual bugs, these maps do everything right.

Unfortunately, Map 4 is a step down in both graphics and gameplay. Gauntlet finales are always tricky to pull off — I'd know! — but the fatal flaw in this one is navigation, of all things. Hordes are tough, Tanks are killer, and yet the hardest part is finding where to go next in a poorly lit maze. I'd still gladly recommend this campaign, but it might leave a sour taste in your mouth as the credits roll.

UPDATE: As of the April 7 patch, the navigation in the Map 4 finale has been noticeably improved. I still feel comfortable with my 4/5 score, but this campaign is better than it used to be and I recommend trying it.

More reviews: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2264239411
Laatst bewerkt door Kyle H. McCloud; 1 mei 2024 om 13:12
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Damon  [ontwikkelaar] 7 apr 2023 om 4:39 
Thanks a lot for your great review!
Bummer that I didn't manage to snatch that 5/5 review on this campaign either.

That said, I do appreciate the concerns brought up about the gauntlet. The challenge for each indivual team is always very hard to predict. As clearing common zombies come easier for some playertypes.

As for navigation I'll definently try make it even more clear and try to keep players on good pace. I think it was a bit harder to see this as an issue, since most playtests were done several times and people learned the layout after their first death. But on a first play and on a deathless run it may still be a bit too confusing.

I'll see what a patch can do, and hope you give it a go again!
I think the issue with navigation is as Kyle mentions the poorly lit part, L4D2 and L4D1 base their navigation on lighting, especially in L4D1, the Pawn shop w/ spotlights in No Mercy, The Motel lights in Dark Carnival and the porch lights in Hard Rain are all good examples of light directing players in both games. I noticed a ton of cars on that level, maybe headlights could fix this problem?
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