When I first heard that Valve was developing a "zombie-shooter", way back in the early Summer of 2008, I was skeptical. Although Valve was the creator of some of my all-time favorite games (i.e. the Half-Life series), I was never much of a zombie fan. The mythology seemed a bit silly - slowing walking creatures of the un-dead, with a taste for brains? In my mind, a zombie apocalypse could be simply avoided by walking faster.
Then I met Chet Faliszek, L4D’s lead writer, at the company’s booth on the first day of PAX 2008. He led me and a handful of other journalists into a small, very dark room and handed us each an Xbox 360 controller. Chet forever changed my opinion of zombies that morning.
But when Valve announced they were planning to release Left 4 Dead 2 so soon after the launch of the first, 364 days after the first to be exact, I was skeptical and even critical. How could they have another game already? Shouldn’t they be developing more, inexpensive downloadable content for the first instead of attempting to squeeze another $50-60 from their loyal fans? Was this going to be an over-priced expansion? It took only minutes playing the pre-release demo and my opinion was changed again.
The demo allows a lucky few (or those with the foresight to pre-order the game) to play through the first two portions of "The Parish" campaign. The Deep South (of the United States) offers a unique, sometimes creepy environment in which to play this new, well-lit version of Left 4 Dead. Crammed pack with new zombies, characters, weapons, game modes, and five new campaigns, L4D2 will not disappoint fans of the first game, while welcoming new players.