But there’s also giant zombies like the Ogre which seemed nearly indestructible and forced my team to turn tail and run if we wanted to live to fight another day. Retches behave almost identically to Boomers, and will explode in a burst of bile that can attract the horde Hockers spit loogies at you that can slow you down and potentially lock you in place and Snitches will creep around until they’re startled, at which point they’ll alert the horde if not killed fast enough. You’ll need to stick together with your team since there are special zombies that can incapacitate and eventually kill you if you’re not assisted by a teammate. It’s up to you to purchase them all yourself, and if you don’t have the 500 copper to afford a first aid kit, you’ve gotta make the tough decision of whether you want to save that copper for the next act, or use what you have to load up on ammo, grenades, or whatever else you can afford.Įverything else is pretty much as you’d expect of a coop zombie survival shooter developed by the team that essentially brought the genre into existence. This is actually a pretty big change, since you no longer find any sort of health or item pick-ups in saferooms. You do this using a resource called copper, which you can find throughout the levels themselves in scarce amounts. Instead of being gifted new weapons and items at a safehouse, instead you’re given the opportunity to choose what you want to outfit yourself with before moving on. It adds another layer of teamwork and coordination since you have to ensure that you’re not doubling up on cards and have all of your bases covered.Īnother big change to the formula is the addition of a mini shop at the beginning of each new act. The limited nature of the alpha prevented me from really seeing the depth of the deck system, since there’s only one level and a relatively small selection of corruption cards that can change up how the level is played, but the idea seems really promising, especially the interplay between being able to see what corruption cards are coming up, and then being able to plan out with your team what active cards you want to bring into the next act as a way to prepare. Whether it be fog that makes it harder to see faraway threats, more zombie hordes, or a giant Ogre right at the start of the level. Just like how you’re able to add new active cards at the beginning of every new act, there are also new corruption cards that are added that will throw a new curveball at you. On the flip side of that though, are the corruption cards played by the game’s AI Director.Įach level begins with a selection of corruption cards that inform the players of what enemies and obstacles they can expect to face. Every time you hit a saferoom and move on to the next stage, you’ll be able to add another active card into the mix. You select 15 of these cards to build your deck, and at the beginning of every level, you’ll draw three and pick one card four times, and those four cards that you chose will be your starting set of active buffs and boons that you’ll take with you into the first part of the level. Reflex cards typically focus on granting bonuses to speed or stamina discipline cards are all about efficiency, so they offer buffs that give better accuracy, better healing, more ammo, and so on Brawn cards buff your health, damage, and resistances and finally fortune cards focus on giving you a percent chance of something happening, along with other general utility focused boons, like the ability to have unlimited ammo on your secondary weapon, or being able to shoot while sprinting. These cards are broken up into four categories: Reflex, Discipline, Brawn, and Fortune. In Back 4 Blood, you actually build a deck of cards that you take in with you to each level. So much of Back 4 Blood is directly inspired by Left 4 Dead that I think it’s actually important to lead off with the areas in which it tries to be different, and nowhere is that more apparent than in its deck building system.
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