Kireatic

L4D2 Review

by Kireas on Dec.04, 2009, under Games

L4D2_Box

With the release of Valve’s followup to Left4Dead, Left4Dead2 (the name is a bit of a no-brainer), I’ve had a good chance to spent some good quality time with it since it decoded on steam on that Tuesday morning. I’ve carefully inspected every mode, every difficulty and every last setting in order to type up this article – as well as having a damn good time along the way.

The game takes place in the same universe as L4D, although its currently unclear as to if it is before or after the first game – although it’s possible it takes place before the first game, given that there is interaction with both CEDA and the US military. I personally prefer “During” – L4D1 takes place during Swamp Fever/Hard Rain in L4D2 – post infection but pre bombing. No offical word on this though.

First up, the basics. Graphics. It’s still L4D, and it’s still the source engine. But it’s an updated version of the engine, with a fair number of physics tweaks, and the textures have all clearly been improved, especially on the special infected. The models may be better as well, but I personally can’t tell the difference. The skyboxes are prettier, and with the inclusion of daylight and weather, there is really something to look at. I’ve ported a few levels of No Mercy from L4D1 into the new game, and while the old textures are still the same, the new textures on the infected are a clear improvement.

The controls are the same as L4D and indeed as every single Source game. Intuitive and simple, and easily rebound. No complaints here with the exception of the voice communication key. It defaults to C. There’s been worse, Half-Life 2: Deathmatch defaulted to K, other side of the keyboard for most gamers. But C is…awkward. Rebind ASAP if you use a mic.

Basic gameplay is simple. It’s a zombie apocalypse in progress. There are 4 of you, and lots of zombies. Shoot the zombies. Some would say that such a same-y game gets dull, and yes, you are correct. It would, except for the multiplayer aspect. I’ll take a second to talk to those who didn’t play the original game – L4D isn’t a normal zombie game, as in you can’t play it on your own very well. There are always 4 survivors (to start with) and in many situations, any one survivor will be helpless, and will require the aid of another to continue. This is not optional – all but 2 of the specials will cause a single player to become useless, immobile, and usually in imminent danger of death. Without another survivor, they are dead. The exceptions are the spitter, who is more about area denial, and the boomer, which has the potential to be highly damaging, but not immobilizing. The witch is different depending on difficulty level, but that’s another matter (sniper rifle ftw). Jumping back to you seasoned zombie killers L4D2 is pretty much more of the same, but with more tactics involved. In easy and normal difficulty modes, the game is basically L4D1 with some new toys to play with and some new enemies to shoot. However, the new additions to the game get far more interesting at higher difficulties – for example, in the first game, a corridor was more or less safe haven for the survivors. However, if you aren’t careful, the spitter could block the corridor, spliting up the team, or, far worse, a charger could run through, knocking down everyone. And all the new equipment, useful as they may be, replace an existing item. A defibrilator? Great, you can revive a dead teammate – at the cost of your heathpack. What’s easier, healing someone alive, or going back for someone dead? And melée weapons? Hoards have no chance now…but what about your infinite ammo pistols…? You get the idea. Tactics, tactics, tactics. Voice communications are vital on the higher difficulties, even with the built in voice commands, you need someone to yell “TANK BEHIND YOU!”

The new gameplay modes are also a large expansion from L4D1. Versus and Survival return, with the addition of Realism and Scavenge.
Realism is a standard campaign, except that you don’t get any of the useful visual cues you get normally, such as at the least useful end, who’s talking over voice, and at the most useful, where your team-mates are. If you split up, you really will die,  because if you get hunter’d, your team-mates won’t know until you yell, and even then, won’t know where you are. An excellent challenge for those bored of expert mode – although I haven’t met these people yet.
Scavenge is where the survivors get dumped in a level and have to run around grabbing gas cans and bringing them back to a fuel tank of some sort, while another team consisting of the special infected try to stop them – whoever gets the most cans wins. A great idea, in theory, but a team with even slight organization will steamroll their opponents…there’s no chance to regain ground once you get knocked down a notch. It’s good fun if the teams are balanced, but this is rare…I get the impression that this is Valve’s attempt at slightly-competitive L4D. It…sort of works, but not quite there. Worth playing, but Versus mode, a campaign where the special zombies are other players, is still best in my view.

I’ll finish off by addressing those who claim that L4D2 could have just been an expansion for L4D1. Yes, it PROBABLY could have been, provided that you didn’t want graphics updates – because they’d have to change the engine for that. But it wouldn’t have been free, because there’s so much new stuff in there that Valve just couldn’t give that away. But here’s the rub – I suspect that if it was released as paid-DLC for L4D1, pretty much everyone who could would buy it. But because it’s a new game, people complain. However, in my view, the new modes, the weapons, the infected, the graphics, the director, the weather, even the SKYBOXES…too much work went into this game.

Besides, you wouldn’t have the fancy southern style menu-music. I love that music.

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Browser Wars – Coders POV

by Kireas on Nov.25, 2009, under Complaints

As some of you may well know, I am a web-based coder, as I style my job description. Translated, this entails both the functional bit of websites, the stuff that makes it work, and the pretty bit, the templates, as well as databases and a smattering of other technologies to compliment the two.

This blog isn’t using one of my designs – I rather like this one, and I’m too lazy to code one for myself, where I neither get paid nor recognized for my efforts – but my most recent piece of WordPress templating is the new website for Welcome to Flavour Country, a gaming clan. I’ve been coding the site as if it was being constructed from the ground up, then inserting WordPress functions to give it functionality. When I design a website from scratch in this fashion, I create a mockup in Photoshop first before coding the CSS to match it pixel to pixel. However, it is at this stage you reach the bane of any web designers life. What happens on the users browser.

The main browsers currently in use are:

What I call IE-Current, the semi-autoupdating version of Internet Explorer which is basically IE7+. Saves me remembering it’s version number.

Firefox

Safari

Chrome

Opera

and IE6.

Each of these browsers, for the most part, has it’s own quirks in the way they render CSS, which is to be expected, and for many things, fine. For example, all of the above render text – standard text, fully defined using CSS with as many parameters as possible – slightly differently. So, you don’t expect text to be an exact science, fine. But what about containers?

Now this is where it gets annoying. WtFC, for example, is 1280px wide, this being the resolution of the majority of the sites visitors, with a minority with higher resolutions, and less than 1% of traffic with smaller – and that’s mobile browsers mostly, and will get it’s own design later on. So, the container needs to be set to “width: 1280px”. Technically yes, so any browser which is sitting in a window of 1280px or wider will not have horizonal scrollers.
IE-Current, Firefox and Opera all do. I can tell you why, it involves the sidebars and their positioning and padding (no, margins aren’t an option). With the containers overflow hidden however, this should be ignored…and yet the scrollers persist. Currently there’s a temporary fix involving max-width, but this shouldn’t be the case. Width is an ABSOLUTE, especially when defined in pixels and applied to a DIV element. The quirks of a browser shouldn’t cause that. Now, it’s caused by what is an overlap of CSS rules, but the container should override all underlying rules with the correct overflow setting. However, only Chrome and Safari do this correctly. Inexcusable, the rest of you. This leads to much browser jumping just to get the basics right – and I haven’t started on the next issue yet.

Say hello to @font-face. Most CSS coding applications won’t recognize this tag – and with fair reason, it’s a CSS3 tag. So, I didn’t expect many browsers to support it. What it does is downloads a custom font to the user, allowing you to use any font you can legally distribute on your website, a long desired feature of the web. Much to my surprise, all current browsers supported custom fonts, even IE-6! However, here’s the rub. While Firefox, Chrome, Safari and Opera supported font-face, IE in all it’s incarnations wanted a custom browser only tag, and for the font to be in a propretery Microsoft format. Hahahahano, Microsoft. This was annoying, so I opted to set Veranda, the closest web-font to what the other browsers would be seeing, as IE’s font. Annoying.

But IE wasn’t the only one doing this ‘custom tag’. Another CSS3 feature is border-radius. It’s wonderful, it allows for rounded corners without images. But it only works in Chrome when tested. A further 3 additional tags gave functionality to most of the other browsers, except IE-Current and 6, who don’t “do” rounded corners.

This repeats itself a number of times, including numerous instances of CSS2 tags (supposedly the current standard). I appreciate the need to create tags when the don’t exist, guys. But firstly, some inter-browser cooperation would be good. Designers won’t use a tag that only works in ONE browser. Secondly, when the tag DOES appear in CSS, support it. Don’t ignore it because you have your own.

And IE-Current users, change browser. It’s still got a few security holes, and it doesn’t render right SO often. Far to many hacks required, I’m just not supporting IE on a few of my sites, WtFC included.

IE6 users, get off the Internet, now.

Well done Google for Chrome. Almost there. Just sort out extensions, and keep on keeping up with CSS3.

Same to you Apple for Safari, but less ninja’ing it onto PC’s please.

Mozilla, you need to fix your tags. Firefox is a great browser, but it needs a clean out. Getting some depreciated tags in there now (hint rounded corners hint).

Opera, advertise some more.

Microsoft. Bugger off!

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Interactive Portal Shirts – Now you’re thinking with Portals

by Kireas on Nov.16, 2009, under Games

Came across these shirts on ThinkGeek, and now I want a pair.

The cake is a lie.

The cake is a lie.

These two shirts show in the portal whatever it is that the paired shirt is facing, thus creating the illusion of a portal.

From the ThinkGeek website:

Product Features

  • Electronic shirts simulate teleportation portals from the game Portal
  • Each shirt features a wireless 5.8Ghz pinhole video camera in the front
  • Embedded TFT LCD screens in the chest area of each shirt simulate the portal
  • The camera from one shirt transmits the image wirelessly to the other, and vise versa
  • Each shirt is powered by one 2190mAh Lithium-Ion battery pack stored in the included belt-pack
  • 1.5 to 2 hours continuous run time, 4.2 hours recharge time
  • All electronics are completely removable to enable shirts to be washed
  • Wired composite video input allows you to play video games or movies on the shirt screen
  • Shirts must be purchased as a pair to work properly
  • GLaDOS Promises a coupon for free cake will be included with each shirt purchase
  • They are a little pricey, at US$99 per shirt

    ThinkGeek’s Portal Shirts

    P.S. – Pay attention to GLaDOS’ promise of cake. This may well apply to the shirts, remember. When you figure it out, you’ll be as sad as I was. I still want them.

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