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Passing Mutations

by rasgueado

I didn't have a whole lot of time to delve too deeply into the new content that Valve offered up yesterday for Left for Dead 2, but I did get a chance to play through the campaign on my own one time. I'll admit that I've taken a little bit of a break from the game over the last few months, but I was reminded just how awesome this game is with last night's new additions! (I won't be discussion s...

 I didn't have a whole lot of time to delve too deeply into the new content that Valve offered up yesterday for Left for Dead 2, but I did get a chance to play through the campaign on my own one time. I'll admit that I've taken a little bit of a break from the game over the last few months, but I was reminded just how awesome this game is with last night's new additions! (I won't be discussion specifics about the campaign, so don't worry about spoilers here) 
 
Despite the fact that there are only two maps in this campaign, I spent a solid 45 minutes on the standard difficulty level to get through it. Valve has done an excellent job at creating a *really* good episode with these levels. The maps themselves are really expansive, and I can already see that they may have crafted some significant path modifiers for the AI Director to play with (I can't confirm this until I play through it a few more times to see if the route changes, but there are many places where it looks like you could take alternate pathways). The last map in particular is a favorite of mine now due to it's free roaming nature. In addition to the excellent layout, they're also letting the director off the leash and letting it play with weather conditions on this map as well. I had forgotten how great those rainstorms are. 
 
It might be because I'm rusty... but it also feels like the AI Director is a lot sneakier than it was before as well. On the normal difficulty setting, I took a pretty hefty beating on each map. The game seems like it is utilizing the placement and coordination of the special zombies a *lot* better than it was before. What I mean by coordination is that the AI is using combinations of special infected in order to more effectively destroy the player. Placing Jockey's really close to Witches; smokers and spitters; smokers and hunters; smokers, 2 tanks, a spitter, and a charger; I think you get the idea by now. I was double teamed more times in that one game than I remember before... but like I said. It might have been because I was rusty.  
 
I've been thinking about this game all morning thanks to this new content. I'm really excited to get home and jump back in there for some actual multiplayer, and try out the new mutations they'll be rolling out every week. It may have taken them awhile, but I'm really happy with the quality of this new addition to the game. Anyone else have any feelings they want to share about this new content?