http://kotaku.com/5018297/gabe-newel...recting-action
Awesome. We talk about this game a bit in the latest podcast. Can't wait. I <3 Valve and Zombies, so this should be right up my alley.
In Left 4 Dead gamers live out a horror movie, but to do that the game has to be able to react to the situation, Newell said. The developers managed to do that by having the game procedurally generate character performance, pacing, lighting and music.
This means that depending on how you play and how those with you play the game plays out differently every time. For instance, Newell showed us a situation where the four survivors of the game barely make it to a gas station near a safe room. The characters, all near death, are confronted by a small number of zombies which slowly appear out of pockets of shadow.
When shown a second time, with the players in much better shape, with more ammo, the zombies stream out of the four corners of the screen coming at the players from all sides until one of the group blows up the nearby gas station, sending it's roof first floating up on a ball of flame and then crashing down among the walking dead.
This means that depending on how you play and how those with you play the game plays out differently every time. For instance, Newell showed us a situation where the four survivors of the game barely make it to a gas station near a safe room. The characters, all near death, are confronted by a small number of zombies which slowly appear out of pockets of shadow.
When shown a second time, with the players in much better shape, with more ammo, the zombies stream out of the four corners of the screen coming at the players from all sides until one of the group blows up the nearby gas station, sending it's roof first floating up on a ball of flame and then crashing down among the walking dead.
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