Back 4 Blood - Left 4 Dead's spiritual successor

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The price tag was a problem for sure, and them paywalling monsters and hunters contributed to the game dying even faster. I still think that if the game had a good core gameplay SOMEBODY would've stuck with it. Instead it came out, those few that weren't put off by the massive amounts of DLC quickly got bored and the game was pretty much forgotten by everyone. Literally nobody gave a flyng fuck about the Evolve after the initial buzz died out.
You either had matches where the monster got curbstomped by the hunter team before it could reach level 3, or matches where both teams just ran loops around the map basically doing nothing until the monster could curbstomp the hunters. No inbetween.
The game just wasn't very good at all.
 
I'm not sure why people were surprised, you could tell how tacky the game was going to be by how jank the animations were in their god damn official trailers.
 
I'm not sure why people were surprised, you could tell how tacky the game was going to be by how jank the animations were in their god damn official trailers.
Animation quality doesn't really tell you much about the gameplay or the quality of it. For all anyone knew, the animations were jank because the gameplay was a priority. Honestly, it's just a letdown that Turtle Rock doubled down on every bad choice every step of the way because they need to make you squeeze the blood from the stone to occupy players until that DLC drops... at some point.
 
Evolve had great gameplay, it was fun as fuck.

The monetization and esports pushing nonsense is what doomed it. And gating certain monsters.
A nice concept but flawed when you realize that you spend a huge chunk of time just playing cat and mouse against one bulking monster. It could've been more fun as a strategy based game.
 
Gonna have to press X to doubt on that one. Evolve suffered from really bad balancing. As the monster, you either get caught at stage 1 or 2 and be basically guaranteed to be killed unless the team really sucked, or at stage three your stats are so high that a single mistake from the hunters will ensure they all die. And actually hunting the monster? Well, it's a glorified game of hide and seek.
define bad. a good team of hunters with coordination could basically stomp any monster before it ever went far. meanwhile in noob groups you got wraiths go LOLHIDE till stage 3 and then just stomp the hunters. the whole point is to catch the monster fast enough to kill it or at least keep it form advancing, if you fail that you might as well quit outright. it's like calling any team game bad if your team fails to do what's needed to win.

there was never any way to balance that properly without crutches, but then how would you implement that without feeling like ass? otherwise how would the game know your individual ability, how good you coordinate with everyone else on the fly, take the time to pick the right classes asf. without some shitty progression and stats which bring other issues like tryharding into the mix?
when it worked it worked great, but the point to get there wasn't very accessible or noob friendly, still not something I'd blame the gameplay for.

not saying TRS was without fault, having matchmaking only was the first major retarded idea, and then trying to "fix" when it can't be without the player numbers required. the smart move would've been lobbies and push it more towards casuals (which are still the majority), even if it would mean a casual mode with the modifiers needed, but that would also keep the complaints from tryhards at bay. coop mode also came way too late and was pretty dull, there was a whole foundation to make another easy scifi l4d clone even as a side pve mode, but that would've still kept players (especially carebears that just want to chill) in the game while even more importantly teach people the classes and team composition to get even a basic grasp what to do and how.

That said, the price tag was the bigger issue. This was, for all intents and purposes, a $300 game. $60 base game, with a $60 Season Pass, with a good $180+ in DLC cosmetics.
allegedly 2k spend a million dollars for the IP when they bought it of the THQ yard sale. don't ask me why or how, but it it explains them wanting to make their money back - on top of 2k being 2k.
there's also a difference between classes which affect and alter gameplay and cosmetics no one gives a shit about. and no one seems to have an issue if gearbox milks the shit out of borderlands...
 
define bad. a good team of hunters with coordination could basically stomp any monster before it ever went far. meanwhile in noob groups you got wraiths go LOLHIDE till stage 3 and then just stomp the hunters. the whole point is to catch the monster fast enough to kill it or at least keep it form advancing, if you fail that you might as well quit outright. it's like calling any team game bad if your team fails to do what's needed to win.

there was never any way to balance that properly without crutches, but then how would you implement that without feeling like ass? otherwise how would the game know your individual ability, how good you coordinate with everyone else on the fly, take the time to pick the right classes asf. without some shitty progression and stats which bring other issues like tryharding into the mix?
when it worked it worked great, but the point to get there wasn't very accessible or noob friendly, still not something I'd blame the gameplay for.

not saying TRS was without fault, having matchmaking only was the first major retarded idea, and then trying to "fix" when it can't be without the player numbers required. the smart move would've been lobbies and push it more towards casuals (which are still the majority), even if it would mean a casual mode with the modifiers needed, but that would also keep the complaints from tryhards at bay. coop mode also came way too late and was pretty dull, there was a whole foundation to make another easy scifi l4d clone even as a side pve mode, but that would've still kept players (especially carebears that just want to chill) in the game while even more importantly teach people the classes and team composition to get even a basic grasp what to do and how.
Actually, I think your description shows the problem with its gameplay: there's no middle ground or back and forth. No Tug-of-war literally by design. the game is one-sided by design. Either the hunters catch the monster early and curb stomps or the monster reaches stage three and curb stomps. Saying "that's by design" is dumb since it means it's not designed to be an engaging game, just a game to hurry up before you literally cannot win. You say the hunters may as well quiet when the monster reaches level three, but that doesn't encourage players to keep going... it encourages them to quit.

However, I do agree that some more issues with gameplay should be brought up. So let me go over a part of the balance that does affect gameplay: the map. The map is only ever beneficial to the monster, and only ever detrimental to the hunters. In theory, the terraforming of the map is meant to give the hunters the edge with their jetpacks, but I've never actually seen that make a difference; the jetpacks only ever make navigating less annoying on the way to the monster, who can move without issue from the start. No, the traps on the place, the plants that instantly trap the player being the worst. And if you get stuck, injured, or attacked? Better hope a teammate can/will help you or you're dead. And if you're dead, the team is fucked. Royally. Just quit and try to find a new game.

As for rebalancing, I can't just magically offer a better solution. Fixing a game like this would take time and I personally don't think Evolve was a good idea to begin with, but that's a story for another day. Instead let me just mention that with Evolve, the Monster needs 1 good player to win. The Hunters need 4 good players.

EDIT: Forgot to respond to this part:
there's also a difference between classes which affect and alter gameplay and cosmetics no one gives a shit about. and no one seems to have an issue if gearbox milks the shit out of borderlands...
True, but:
  1. there's also a difference between a Co-Op RPG FPS that people enjoy right out of the gate, and a PVP game that everyone thinks needs some work on top of basically requiring you to know the Meta to have a remotely good time. It might seem unfair, but people don't mind them milking the Bordlands because they simply like the Borderlands (I personally don't).
  2. Borderlands doesn't cost as much to get its DLC.
  3. Purchasable characters in a single-player/co-op game aren't nearly as detrimental as in competitive games. If a new Borderlands character goes on sale, it only affects you if you get. In Evolve, you have a new threat you have to face, and can't practice using to get an idea of how they work (and therefore learn to counter), you gotta pay up.
 
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Damn it got the Crowbcat treatment. That's like the kiss of death.

https://youtube.com/watch?v=EdRLNUGmFC8
I'm randomly googling the names of people featured in the video. Let me highlight a few things.
>Dario Casali.
Co-creator of Plutonia doom mod and worked on Half-life, responsible for the Rollercoaster and Rock Stage finale in Dark Carnival. He knows how to pull people around a map.
>Realm Lovejoy
Concept artist at Valve. Basically responsible for how initial characters are drawn and the tone of the game in concept art.
>Mike Laidlaw & Eric Wolpaw
Mike basically wrote Half-life and Eric was thinking of how a story could fit into an action sequence, he wrote HL2 Ep1 and 2.
>Browen Grimes
Technical artist. This was her first major game. "Our field touches on game design as well. The biggest problem of scarcity that we face is that of player attention. A look developer is also, often, an fx artist, working to communicate gameplay state to the player through the game world." She would know blood splatter.
>Mike Ambinder
A psychologist responsible for gauging player feedback and essentially creating the director system for L4D.
>Moby Francke.
TF2 lead designer, responsible for the class silhouettes. That can be seen in L4D's character models.
>Bay Raitt
Worked on Gollum's facial features for LOTR Two Towers and Return of the King. Was picked up by valve. In the video Crowbcat draws attention to the facial animations of the survivors. That's all him. Also worked on Source Filmmaker and Meet the TF2 team shorts.
>Kelly Bailey
Guy who made the test chamber disaster sequence in Half-life in 48 hours with another person. Was also responsible for scripting the audio engine for HL. When the special infected have musical cues that jump out? That's him I think.
>Ken Birdwell
Someone who was at Valve from the beginning, responsible for coding alot of the engine and software others would use.
>Jeep Barnett
Simple college grad but was picked up when Valve bought out Kim Swift's team to make Portal. He and alot of Portal staff worked on L4D.

It's kinda weird how often Geoff Keighley pops up in alot of these interviews with his previous work with E3 and G4. I'm missing people like Robin Walker who created Team Fortress or Kim Swift who was project lead on Portal, But I wanted to show you that alot of what makes L4D a good game is deliberate design choices made by the game developers on how the player would encounter an enemy in the game for instance. It's not just coders, artists and programmers that make up a studio, any college grad can do that. It's a Looking Glass studio situation where these people have experience in other fields they bring to the game and make it a superior product. Big budget games these days miss those small touches because of things like crunch, focus groups and how many people work on it.

And then that part at the end:
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A game studio is more than just talent, it's also the experience to apply deliberate design choices that makes a good game.
 
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A game studio is more than just talent, it's also the experience to apply deliberate design choices that makes a good game.
That's probably not helping B4B very much, either.
To elaborate, it's not that they lack the kind of talent to pull this off. Turtle Rock does lack it, but they're also not Valve, so it's expected they won't have access to the same kind of incredible skilled personnel; it's that they act like they have the kind of team that can pull of a proper successor to L4D when anyone who takes more than a surface-level glance can tell it falls far short of that goal. Vermintide goes in for a different feel, with a team that's done a horde-fighter game already, and a good deal of help from Games Workshop's writers to pad out the fluff; Deep Rock Galactic gets away with having much lower expectations, being aware of them, and working within what the team figures they can pull off. If this game hadn't been touted from the rooftops as the True and Honest new Left 4 Dead, maybe it would be getting a better reception.
 
Actually, I think your description shows the problem with its gameplay: there's no middle ground or back and forth. No Tug-of-war literally by design. the game is one-sided by design. Either the hunters catch the monster early and curb stomps or the monster reaches stage three and curb stomps. Saying "that's by design" is dumb since it means it's not designed to be an engaging game, just a game to hurry up before you literally cannot win. You say the hunters may as well quiet when the monster reaches level three, but that doesn't encourage players to keep going... it encourages them to quit.
eh, a noob monster will have an advantage against noob hunters, other way around at the top. there must be a middle ground otherwise advantages simply would never change.
every game has a timer and conditions where you if you fail to compete you will inevitably defeated. that argument is literally the same for the most popular genres on the planet. if your team sucks and won't be able to catch-up before the timer runs out, what keeps people going in that case? the only difference is that it stands and falls with the monster instead of curbstomping the whole enemy team. shit players were more spectating than playing 20 years ago in counter-strike, didn't keep the game from becoming popular.

However, I do agree that some more issues with gameplay should be brought up. So let me go over a part of the balance that does affect gameplay: the map. The map is only ever beneficial to the monster, and only ever detrimental to the hunters. In theory, the terraforming of the map is meant to give the hunters the edge with their jetpacks, but I've never actually seen that make a difference; the jetpacks only ever make navigating less annoying on the way to the monster, who can move without issue from the start. No, the traps on the place, the plants that instantly trap the player being the worst. And if you get stuck, injured, or attacked? Better hope a teammate can/will help you or you're dead. And if you're dead, the team is fucked. Royally. Just quit and try to find a new game.

As for rebalancing, I can't just magically offer a better solution. Fixing a game like this would take time and I personally don't think Evolve was a good idea to begin with, but that's a story for another day. Instead let me just mention that with Evolve, the Monster needs 1 good player to win. The Hunters need 4 good players.
unless you played wraith map still affected you, remember there were fucking bird swarms everywhere and other shit signaling your location, and you had to constantly move around to feed so you could evolve. you were also big af thus easy to spot. circling the monster is part of the hunt, which of course is harder to do as hunters since you have to cover more ground and need more coordination to not let it slip through.
traversal as a hunter wasn't really an issue, the chase and getting there fast is part of the job - admittedly some people like it some don't, same for the hide & seek part. although there later were modes which removed that aspect (just hunters vs stage 2 monster which was considered equal in power).
if one hunter goes down you're out 25% capacity, but that's the same for every team pvp, I think there were some handicaps for the monster as well in form of not regenerating health or other effects - and to be fair it usually only happens if you don't stick together or when you're fighting the monster, so you either fucked up and are doomed to fail anyway or it doesn't really matter since the game is almost over one way or another.

gotta admit I'm usually not even a fan of asymmetric pvp, but it still baffles me how evolve got all that shit when it's merely considered slight flaws or "part of the game", even in the same genre. maybe they are more more casual thus more accessible, which was always one of evolve's biggest issues. still, the basic formula itself was fine. but then people think overwatch has good gameplay because it has waifus and MUH BLIZZARD, so who even knows...

EDIT: Forgot to respond to this part:

True, but:
  1. there's also a difference between a Co-Op RPG FPS that people enjoy right out of the gate, and a PVP game that everyone thinks needs some work on top of basically requiring you to know the Meta to have a remotely good time. It might seem unfair, but people don't mind them milking the Bordlands because they simply like the Borderlands (I personally don't).
  2. Borderlands doesn't cost as much to get its DLC.
  3. Purchasable characters in a single-player/co-op game aren't nearly as detrimental as in competitive games. If a new Borderlands character goes on sale, it only affects you if you get. In Evolve, you have a new threat you have to face, and can't practice using to get an idea of how they work (and therefore learn to counter), you gotta pay up.
1. if you suck at a co-op rpg you will either get no rewards or get kicked, either way you won't go far. just stings less since it's not competitive and less potential teabagging involved
2. complete borderlands 2 dlc is currently ~166€ on steam (and some not even covered by the first season pass, too bad if you bought it and thought you'll get everything).
3. depends if the new characters are powercreeped, then the same as 1) applies. heck gatchas make literal billions with that concept alone.

people just homed in on the price (same way they complain about genshin ironically) without ever considering or even knowing what that actually entails in the game itself. for example I don't remember any "must have" characters or monsters, _maybe_ a certain healer because easier to play (I do remember one was pretty meh and harder tho), but it has been years at this point. for me there is not much difference between a character that plays differently and a map that looks and plays differently in the end (unless there are other factors like powercreep involved of course), both are a form of sidegrade.

And then that part at the end:
View attachment 2876903View attachment 2876904
A game studio is more than just talent, it's also the experience to apply deliberate design choices that makes a good game.
I read chris chin as chan for a second, ho boy...
 
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Took the time to buy the first L4D and master it on expert.

It's definitely a completely separate game from the second L4D. Alot of the game is just sitting in a corner while shoving, but you get alot less utility (no bile or defib) and tanks finish players off so it can get hard if you try to play aggressive like you do with L4D2. Sticking together and going slow is the best way to ensure a win.

B4B went right into copying L4D2s run and gun philosophy. However, L4D2 is still built on the foundation of a game based around being insanely cautious. As a result L4D2 is a good balance of action and caution, while B4B is just a quick action game.
 
Took the time to buy the first L4D and master it on expert.

It's definitely a completely separate game from the second L4D. Alot of the game is just sitting in a corner while shoving, but you get alot less utility (no bile or defib) and tanks finish players off so it can get hard if you try to play aggressive like you do with L4D2. Sticking together and going slow is the best way to ensure a win.

B4B went right into copying L4D2s run and gun philosophy. However, L4D2 is still built on the foundation of a game based around being insanely cautious. As a result L4D2 is a good balance of action and caution, while B4B is just a quick action game.
That’s honestly why I love 2 so much. The stuff it added made the gameplay much more dynamic and less samey. The corner shoving shoving strategy undermined a lot of the strength the special infected have. And it did so without changing the core gameplay much or adding unnecessary elements that over complicate the games.

And most importantly, none of it had mechanics that undermine the entire premise that established the first game, which is to stick together and work as a team. Saw somewhere there was some kind of ability in B4B that allowed people to break out of an enemy’s snare BY THEMSELVES. That’s not what a spiritual successor of L4D would do.
 
Response to Crowbcat's video.

Russian with English subtitles, the comments are almost exclusively Russian (and disagreeing with the video).
the guy also uploaded one vid on HS Top which is one of my fav L4D2 channels. it's comparing B4B bugs with similar L4D ones.

while his point is "left 4 dead has the same bugs and nobody complains about them. they find it fun because of blind nostalgia", he also fucked it up. showing a 2021 UE4 game having same problems with a 2009 Source game? instant L.
 
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