![]() ![]() But if I were to hear, and immediately identify the sound of a Boomer, I would most likely do the opposite. If I'm fighting off waves of enemies and suddenly hear a Smoker, that knowledge would make me look for options to break line of sight with potential areas the Smoker could be hiding, most likely putting myself into a smaller zone with limited options of entry. An example of how I would react differently in Left4Dead depending on which Special Infected I'm hearing, would be with the Boomer or the Smoker. But even when I did hear a particular growl or scream, I can't identify which of the enemies it is, and this damages the experience as I can't adjust how I'm playing in that brief moment to prepare. In Back4Blood, there have been noticeably more instances of being stuck in the middle of a chaotic fight, such as the climax of Act 1, where I have been caught off guard by an enemy I couldn't hear over the other numerous sound effects, like gunfire. This led to me never feeling repeatedly taken off guard only once in a while. I don't know if this is due to the talented voice-over work from Mike Patton in Left4Dead, but each special infected made distinct sounds at key moments (idle, in range of survivors, attacking, etc). I'm curious as to whether there is a technical reason I'm unaware of that would lead me to feeling overwhelmed with audio in Back4Blood as sounds such as gunfire seem to smother everything else, but I do feel confident that the audio design of the special infected enemies is lacking character in Back4Blood. What struck me in this moment is how I was still able to identify everything that was happening, and could immediately hear the Smoker that was just about to attack my teammate. It was very apparent how much easier it was to differentiate game audio in Left4Dead due to the distinct sounds, even in the most chaotic moments.Īs an example, there was a scenario when I had been vomited on by a Boomer, pounced on by a Hunter, had dozens of infected swarming and screaming around me, and the Tank's music and roaring could be heard above the dialogue of my teammates. During the Alpha of this game, I jumped between both games to compare how the game communicates the various things that are happening to you in moments of chaos. ![]() In terms of design, I think there's a noticeable difference in the way the audio has been handled between Back4Blood, and Turtle Rock's previous Left4Dead series. Everything I say going forward will be criticisms on things I feel hold the game back from being even better. First off, I want to say I'm very impressed with the game and interested in keeping a watchful eye on how development goes, up until the final release.
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