Tuesday, January 18th, 2022

Back 4 Blood Review-IGN

In a seemingly endless sea of ​​predators, Back 4 Blood goes against many trends in favor of something old-fashioned. After spending 25 hours in this four-player collaborative first-person shooter, I fell in love with its glorious white knuckle tone, clever card-based progression, and campaigns worthy of various fist pumps. The nasty difficulty curve and old pair mode prevent Back 4 Blood from moving into a full-fledged sprint, but still provide an exciting mix of old and new ideas when reaping the undead chambre corps. ..

Back 4 Blood does not tear the jugular vein before breakfast, set in a post-apocalyptic world where zombies pop out in the head (called “Ridden” here) are as common as brushing teeth Track the community of survivors trying to do so. This isn’t a plan to invest deeply as it’s a series of thinly obscured excuses for shooting zombies with friends, but that’s all the justification needed for a four-act campaign. Despite the dire situation, it’s actually a pretty easy-going rampage, with seven playable “cleaner” characters frequently joking in imminent ruin. My favorite is punk rocker Curly, who tends to blame his teammates for disturbing bullets in the event of a friendly fire. When my friend and I were trapped in a bar and Mowed hundreds of zombies when Spiderbait’s Black Betty blew up a jukebox, I was completely boarded in the ridiculous bright mood of Back 4 Blood.

Back 4 Blood Gameplay Screenshot

Its surprisingly pleasing attitude pervades combat in Back 4 Blood. Sleeper Liden, sitting comfortably in a wall-mounted fleshed cocoon, suddenly came back to life, often grinning at a completely ridiculous sight, fixing his teammates to the floor. Or hack a flag grenade into a crowd of living dead and soak your friends in a subsequent sine shower. Laughter aside, gunplay also has a very satisfying kick. The M249 light machine gun is packed with enough bullets with the high firing rate I almost always had, especially if I found attachments around it that would increase damage. Whether you’re interested in powerful magnum or high-speed assault rifle lighting, all weapons feel great in Back 4 Blood. Even a bat with one or two nails!

It’s a shame that it’s incredibly easy to lose sight of your target in a violent close quarters battle. Due to the terrible lack of readability in combat, it is possible to accidentally tag a friend with a lost bullet when trying to distinguish us from the sea of ​​bodies rushing us like a filthy mosh pit. It was common. Your character often comes out of a battle covered in blood and internal organs that looks like a zombie. And if the overall goal is to kill something that looks like something even far away, that’s obviously not great. Even worse, some Ridden types look about the same, even though they behave differently from each other. Both Exploders and Retches are bloated masses with wide shoulders, the former running towards you and exploding well, the latter spitting acid from a distance. They have some distinct features that can be recognized to distinguish them, but they are like small spikes in the arm and are often overlooked during the battle. And false guesses on your part can have serious consequences.

Deck building may sound inappropriate, but it’s a great addition.


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Back 4 Blood’s incredibly detailed card system is, thankfully, the kind of thing you’ll get lost in. Deck building may sound cheerful and unsuitable for games that rattle thousands of rounds with walking corpses, but it may be my favorite addition to this familiar formula. Before the mission, you can equip some cards that change the cleaner’s stats and abilities. You can find out more by having a starter deck, scattered throughout the environment, and connecting the points earned in the mission to a light progression treadmill called the supply line. I wanted to keep a fast pace on her legs and holster as Curly was my main and her unique cleaner card buff item usage speed. So I built a deck with superior cardio and power swaps that increase stamina regeneration like anyone else’s business, swapping the primary and secondary sidearms just before the clip dries, and then 20% on the weapon. Added a large damage boon. I was able to bolt hordes of undead here and there with frequent one-tap, so stopping for something became a fleeting memory of these cards.

My deck was relatively simple compared to what others have come up with. A friend was able to skillfully combine the effects of several cards to regain his health after shaking off Ridden all at once. But even such ridiculous decks won’t be overwhelmed, as corrupt cards will spawn in the middle of the mission and offset your benefits with challenging fixes. For example, when I thought the build was too strong, one broken card spurred things up by adding a 20-foot-high meat and bone pile auger to the mission. Cards add great random elements like RPGs without having to move completely into the level or skill tree.

It is also essential to sift all the cards encountered while scavenging the level. Because trying the more challenging challenges of Back 4 Blood is useless without them. There are three difficulties available from the beginning: recruitment, veteran, and nightmares. My group initially chose new hires to find our foothold, but eventually it turned out to be too easy. So we dialed it veteran, and everything went to hell. It could be 20 feet away from the starting point of the mission before being overtaken by the more powerful Ridden type. A giant and violent tallboy grabbed one friend, a sneaky stalker dragged another friend, and finally Retch’s projectiles were spit out everywhere. It’s like humiliating us with corrosive bile. I don’t know if Back 4 Blood has gained the right to taste our resentment, but such a ridiculous scenario is a by-product of my team being badly unequipped due to veteran difficulties. is. At least when you’ve completed just a handful of missions, anyway.

As long as everything is fair, I love good challenges. Immediately plunging into the difficulties of Back 4 Blood veterans and nightmares is quite masochistic. However, debuffs can pile up, especially if rotting cards enter the mix harder than they were when they were hired. Turtle Rock Studios also suspects that they want everyone to play through Recruit first. Diablo 2: Resurrection Process that progression curve. But if so, I don’t know why others can choose from the beginning. To make matters worse, each run has a strange roguelike element, so when you finish the act, the party must complete the session within a limited number of continuations. Otherwise, you’ll have to redo the entire chapter and it will feel out of place in the game. like this. After finishing a recruitment campaign with lots of cards to enhance the cleaner, the difficulty of veterans became much easier to handle, but the difficulty of landing somewhere between them made these problems. Greatly helps to mitigate.

Being overwhelmed by veterans and nightmares, if nothing else, is a decent excuse for playing the wonderfully diverse chapters of Back 4 Blood. Each chapter contains some unique missions. From the desolate country towns of remote areas to the entire cityscape of rotten, fleshy mountains, there is no safe place from the collapse of this world. The campaign is more than just a leisurely walk from safe room to safe room. This is because the purpose changes considerably depending on the situation. In one mission, called the T-5, you need to clean an unfriendly old mansion for important items as undead swarms attempt to invade. The pace at which you have to find a random location for all the gadgets is tremendous, but the eerie stuffed bust actually asks you to admire the fine layers of dust they have collected. I was regularly distracted by all its unforgettable beauty and the pain of my teammates. That ongoing practice of exciting things is why I keep returning to Back 4 Blood.

However, not all attempts to break the Back 4 Blood type will work. This is the case with 4v4, which can live longer than other Swarm modes. Sure, if you let one team of survivors take over another, everything becomes Ridden, as circles like battle royale shrink the arena. Crowd control is essential to success in swarms, and a four-armed hocker is very good at fixing survivors to the ground with a sticky spear that can be thrown from a distance. Whenever my friends and I used two hookers and a pair of tallboys, we decimated a team of survivors. We fix them as hookers move one of our tallboys and blitz those who are stuck, even as they gain access to better guns as the match progresses. is needed. On the other hand, the same thing happens when we are on the survivor side of the equation. This kind of massive imbalance makes Swarm uninteresting at best and frustrating at worst.

The best zombie game ever