FROM JASON’S APOCALYPTIC ARSENAL — Despite initially cheerleading for the game, some critics said Left 4 Dead was destined to sparkle and fade in a matter of a month.
Well, two months after install I am still happily slaying hordes of the infected in the sewers under Mercy Hospital and under the shadows of trees in Pennsylvania state parks. True, there are plenty of things I’d love to see added to the game: the ability to build barricades, turrets, trip wires or razor wire, lay land mines, use flame-throwers, bazookas, place oil slicks, plant dynamite, string barbed wire fencing, use rivers and streams tactically, use chainsaws, axes, and baseball bats, set up stakes….
All that may well come when Valve releases its Source Development Kit this spring, along with additional free levels in which to go-a-zombie-slayin’. I’m hoping that some clever fan-boys with coding skills will dream up some brilliant maps with ample opportunities to lay ambush sites and take to snipers’ nests.
In the meantime, Left 4 Dead is still holding my attention quite well. As Tinker-Toy-ish as the game is in its simplicity, it still offers a wide strategical array if you’re willing to communicate with other survivors. For instance, I recently discovered how overlooked and powerful the hunting rifle actually is (see YouTube video above).
Every n00b starts with the machine guns — as was evidenced last weekend when waves of squeaky-voiced 12-year-olds inundated the servers as Steam ran a half-off sale. Those pimply newcomers made all the rookie mistakes. They shot alarmed cars, nailed boomers at close range, and walked through metal detectors. Worst of all, they all went straight for the uzis and assault rifles.
Now the automatics aren’t all bad, but they suffer for a lack of precision and punch. Most seasoned players stick to the auto shotgun, but I’ve found the rifle has enough stopping power to punch through multiple zombies with a single shot, and the versatility to pull one-shot-one-kill from afar with the sniping scope.
Now, the rifle’s not going to do much against a tank (unless you get far enough away to put several clips in him), but it’s perfect for picking off un-alert infected while sitting high above, or zeroing in on smokers and boomers before they can get in range to do harm. It’s even perfect (refer once more to my video) for dropping slugs into a witch while sitting safe and sound across open ground.
So this is the second time I’ve gone all fanboy over Left 4 Dead. The first time, I mentioned that it sports enough strategic nuances to make Sun Tzu proud; at the time, it was a throw-away joke, but since then I’ve taken the time to actually read The Art of War — something I’ve always wanted to do. You should read it, too. It’s short.
Anyway, the bulk of the work focuses on command decisions, understanding your enemy, marshaling troops, and managing them on the field. But in reading the translation, there were several tactical truisms I couldn’t help but apply to Left 4 Dead:
“In battle, there are not more than two methods of attack – the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers. The direct and the indirect lead on to each other in turn.”
This is true. In game, you can run around shooting the undead until your ammo is gone, or you can lure them into fire, draw them in crowds to pipe bombs, or push them from ledges to their deaths on the pavement or ravines below.
“Should the enemy strengthen his van, he will weaken his rear; should he strengthen his rear, he will weaken his van; should he strengthen his left, he will weaken his right; should he strengthen his right, he will weaken his left. If he sends reinforcements everywhere, he will everywhere be weak.”
Remember how Hitler (and Napoleon before him) tried to march into the Eastern and Western fields of battle at the same time, and his forces were ground to hamburger? Waging a multi-front war is a bad idea, and my blood turns to ice when brash young players want to “each take a window and hold them off” instead of bottlenecking. Speaking of which:
“With regard to narrow passes, if you can occupy them first, let them be strongly garrisoned and await the advent of the enemy.”
Dead ends are your friend. Get your back against a wall, load your weapon, and let the zombies pour through the narrow openings like Persians onto the waiting swords of Spartans. If Leonidas taught you just one thing, it’s that a very few can hold off millions if the correct terrain is chosen to make a stand.
“With regard to precipitous heights, if you are beforehand with your adversary, you should occupy the raised and sunny spots, and there wait for him to come up.”
Seek high ground. It takes time for infected to climb the sides of a truck, or a perch, or a stairwell, or a building. And they can’t attack while climbing, either. It’s true in both swordplay and gunplay — take the high road, and the advancing enemy below will fall into your hands.
“…Those who use fire as an aid to the attack show intelligence…”
This is so elementary: Set up gasoline cans in key zombie rush lanes, wait for them to pour into the gap in numbers, and then ignite the fuel with a single shot. Watch one bullet and a little hydrocarbon wipe out two-dozen infected. Arm a molotov and repeat.
These are all tremendously simple tactics, but the wonderful thing about Left 4 Dead is that the designers left a rich and varied topography where they can be applied in many ways. After all, the game is fairly limited in scope when you strip it down to the essentials — a few select weapons, health packs, and fire. But it’s the combination with the environment that keeps me going back, and I don’t expect my fascination with the game to run dry anytime soon.