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Jan. 21st, 2010

Left 4 Dead 2 - Review

I was among those many who pre-ordered Left-4-Dead prior to its release a little over twelve months ago. I admit I arrived rather late amongst the parade of anticipations and expectations the game had. Though I had previously purchased most of VALVe’s products, I cannot claim to have harbored much interest towards the likes of Counter-Strike or Team Fortress 2. Though competent in their respective areas as multiplayer based titles, my interest has largely always been directed towards the carefully-crafted single-player experience – in VALVe’s particular case, Half-Life - and I can only assume my initial disinterest towards L4D stemmed from that same notion. But, you know, it was a VALVe game and I would not have done them the injustice of failing to support any of their fine work. Having said that, I enjoyed what VALVe had to offer with L4D, despite it marking an obvious descent into the more casual realm of gaming. It bore the strengths of any competent multiplayer or cooperative based title, but it also retained some of the best strengths of VALVe’s single-player series; there was a sense of narrative there, of thematic depth, of implicitness and subtlety, and of something much larger occurring outside of the survivors’ relatively contained struggle to reach safety. Those with observant eyes and cognitive minds could detect recurring themes and motifs, and a great deal of potential discussion was readily available for those who did so. Though this was inessential to the core experience of the game, it was pleasing to see that VALVe had retained the credible worlds that are so often associated with their creations. Despite this, L4D was far from flawless, and it was clear, among a myriad of other concerns, that VALVe had not completely tapped into the potential available to them with the game’s unique narrative and gameplay presentation.

One of the biggest concerns I harbored towards L4D, however, was how stagnant the experiences soon became; tired, easily predictable and exploitable. I have no issue in stating that L4D was a shallow game; accessible like any other VALVe title, but lacking a certain level of depth in the design and execution of its gameplay; very much unlike Half-Life which was – and still is - largely indefatigable. The AI Director contributed a certain level of replayability, yes, but only in the most mundane of ways; sporadically altering the placement of essential items and weapons, periodically mixing up the size of common infected hordes and mini-crescendo events, and procedurally determining random spawn points for the Special Infected. Though this helped create different experiences every time one played the game, the changes were but superficial in nature; the manner by which you and your team reacted to any given scenario a majority of the time – regardless of the area you were in – changed very little.

A major factor contributing to this level of stagnation, I think, was the limited Special Infected on offer; it became easy, ultimately, to determine individual weaknesses and exploits within the relationships between each of the Special Infected. These ‘lessons’ diluted the intensity, variation and suspense of each respective encounter as players adopted techniques that effectively quelled their capacity to break up or defeat a well-equipped, well-formulated team, and the lack of dynamics associated with the common infected did little to help. Furthermore, the environments respective to each of the four campaigns lacked in diversity; all were at night, took place in relatively similar, aesthetically bland environments, and offered little in the way of gameplay variation. Compounding these problems, the finales themselves proved to be sluggish in the long-term. The stand-still mechanic in which you and your team would be confined to the one contained area while you beat off infinite hordes of Infected as you await rescue became incredibly tiresome, and their construction resulted in a number of cheap exploits open to players including, though not limited to, corner-camping. L4D was fun, but it lacked depth in every aspect of its production; an overly simple and bland game that appealed greatly towards the casual audience, in sacrifice of a great many elements that truly distinguished VALVe games above most of its competition.

Regardless of these flaws, as I said, L4D was an enjoyable game. Versus was a step forward in abrogating some of the aforementioned issues, and killing hordes of the mindless undead alongside friends is infinitely exciting. There is no doubt VALVe were conservative in their approach to the creation of L4D, unaware as they were of the level of success or attention it would receive upon release, and their development schedule reflected this conservativeness; lower risks were taken. Consequently, only the barest and most streamlined version of the game was developed and readily available upon release. Some have chosen to attack VALVe for taking that approach. Though that method certainly has its disadvantages – as I stated before, L4D was often hinderingly shallow - it would have been impractical, I think, to have created an entirely new game with hundreds of features and options. You sacrifice a certain level of creativity for ensuring that a solid, compact game is developed on time and received well among both critics and players. L4D was, after all, an experiment on Valve’s part; the creation of an entirely new IP outside of the success of its only real counter-part; the gargantuan Half-Life. The success it did receive, however, paved the way for the creative insurrection that spread throughout the team following its release that ultimately led to the conception of its infamous sequel, Left-4-Dead 2.

But therein lies one of L4D2’s greatest flaws and I feel compelled to address this issue before I even think of commencing my evaluation of specific areas of the sequel’s design. L4D2 is everything L4D was; merely refined, enhanced and expanded upon in almost every conceivable way. Consequently, L4D2 essentially negates its predecessor. I have played L4D2. I have thoroughly enjoyed it, and unfortunately I have no need – no wish – to play L4D ever again. Not for nostalgia. Not for the original survivors. It is now sitting in my Steam games tab gathering dust; obsolete and superfluous. As such, the concern that the release of L4D2 may alienate the community has been justified. That is one of the negative trade-offs for developing a sequel so soon without allowing for the opportunity to solely enhance the original product for those who paid for it and expected greater longevity. The quality of L4D2 is absolutely unquestionable; such is the additional variety and increased sense of purpose that it comes with. But L4D appears as little more than an incomplete beta in comparison; mechanical and inorganic, revealing its almost exclusive reliance on the AI director to orchestrate drama from the ebbs and flows of the zombie horde. Those who believe they wasted fifty dollars will find justification here, and I can’t say I blame any of them.

Justification potentially exists in a number of other concerns related to the implications I mentioned briefly above; notably, the perceived expansionist nature of the so-called ‘sequel’ in question. The major issue: is a twelve month development period for a sequel to a game that was promised to receive dedication to a moderate flow of free content and post-release support reasonable? VALVe have deviated substantially from the prolonged development schedules they have since been renowned for with L4D2, and though they have clearly stated that they are in a period of experimentation the unusually short development schedule has resulted in a number of assumptions that claim that L4D2 is little more than an expansion to its predecessor, and that it’s fifty dollar price tag is unjustified and unfair regardless of the plethora of new content that has obviously become available with it. I think the major question that needs to be asked in response to this issue is this: what exactly constitutes an expansionist game and a monolithic sequel? There is a fine line in classifying games as such, and that line often becomes blurred as subjective opinions float about and dilute what is otherwise objective investigation and truth. The relative nature and scope of the project in question must first be vitally considered, I think, in reaching a suitable conclusion. There are no absolutes. There is no black and white in regards to what constitutes either or. One may argue that a sequel must dramatically expand upon the technological and artistic base by which their predecessor was founded upon; that new gameplay mechanics and rules must be established; that any project which does not adhere to these absolutist guidelines cannot – nay, should not - be considered a sequel. I disagree. Such rhetoric won't take this argument forward because it operates on polar extremes of what constitutes an 'expansion' and a 'sequel'. It is far more intricate and complex than any such worthless distinctions of argument.

Using the aforementioned logic, one could argue that Grand Theft Auto: San Andreas is little more than an expansion to either GTA III or GTA: Vice City and this argument is, quite frankly, flimsy at best. San Andreas represents exactly what L4D2 represents. It utilizes the very same graphics engine and basic gameplay formulas that it’s two predecessors were dominated by; merely refined, enhanced, and expanded upon in almost every conceivable way. Notice how I spoke identically of L4D2 above. SA is a sequel. Why? Because the nature of the project says that it is. It features countless new and enhanced gameplay features built around an entirely new narrative, one rooted within an already established fictional world, with a whole new cast of characters in an entirely new location. The foundation is identical to the two games released before it, yet it cannot be called anything other than a sequel because it represents and offers a change, progression and upheaval in core elements that is much too considerable. That L4D2 is considered differently when it represents the same development and creative direction is a mistake in judgment.

The nature of the HL2 Episodes is especially problematic, considering the nature of the experiences that they offer, the goal that the episodes have, and their segmented and contained structure. That is another argument altogether, and one which I will not delve into at the moment for obvious reasons. The point I am addressing, however, is that despite the negation that L4D2 represents for its predecessor, there is little doubt that that it is a rightful sequel. Every element, either new or enhanced, that its experience has to offer could never have conceivably been released as DLC or a half-priced expansion title; what is here is far too considerable, and far too much of a step forward in the future of the series. Any claims that are in opposition to this are either half-baked conclusions based upon pretence or subjective nonsense. Having played it – having experienced it in its entirety – I am more than happy to claim that it is a sequel.

Despite its controversy, as I said, L4D2 opens up the series magnificently though not in any special way through its plethoric offering of new content, it's upheaval of core gameplay mechanics, and it’s capacity at expanding the scope of the world in the face of this apocalyptic Infection. Most importantly, it focuses on the flaws of its predecessor and successfully manages to rectify them with competence, precision and sublimity. It is a game that certainly appeals and is directed towards a much larger casual audience as opposed to other VALVe titles, but not once does it ever lose that touch of subtlety and depth that generally inherent VALVe projects; that which was sadly absent from L4D. L4D2 is a deeply rewarding and infinitely dynamic experience that offers a level of accessibility, depth and, most importantly, collaboration that will appease a majority of its audience for a long time to come.

But how exactly does it do what I have said it does? Oh, goodness, where to start?

You are walking through an old concrete building; it is among dozens of other industrial constructions surrounding you. You had only just passed through this area not long ago. Now you are heading back to where you started from. You are carrying a green colored fuel container on your back. So too are your three teammates. It is dark. It shouldn’t be. You can hear rain hailing down from the sky impetuously. Thick, dark clouds have completely obscured what little sunlight would remain at this time of day. Strange female-like cries emanate in huge numbers in the sugar mill behind and below you. Your flashlight is active. You are huddled close to your team-mates. You need to be, or you would lose sight of them, surely sentencing yourself to death in the process. You and your friends descend down a flight of concrete steps; they are cracked - signs of a struggle that had taken place here not too long ago. You reach the bottom. You move out into the open cautiously. Everyone trains their weapons in every feasible direction. Dark human-shaped figures in the distance lumber about in incoherent movements. You and your friends come to a halt. An obstruction. The area has begun to flood. Looking around you spot a steel walkway suspended above ground, accessible from the first floor of the concrete building you just exited. You move back in, up the stairs, towards the walkway. You begin to cross. You are free from being bogged down by the thick, murky water. You are above the mindless figures lumbering about below. Then, the worst thing possible; thunder. The rain increases in intensity, near blinding you. Thunder roars across the area. The wind begins to howl. They awaken. The seemingly impartial figures below stir in agitation. They look around instinctually. There are dozens of them. Within moments every one of them has their eerie and animalistic yellow eyes trained upon you and your friends. You are in trouble. The infected human beings race with astonishing agility towards you. Some race inside the building, coming up behind you. Others jump and cling to the walkway, pulling themselves up. Your AK-47 at the ready, you fire at the ones coming up from behind as your friends take care of those in front, along the sides, and down below. You seem to have the situation well in hand, despite the poor visibility. This lukewarm impression does not last long. A tall feminine figure joins the horde storming from inside the building. Green fluid drips disgustingly from her mouth. She screeches. You have little time to react. She leans forward, a projectile of green fluid emanates from her mouth, and it lands among you and your friends. You are now losing health quickly. You all jump from the walkway, into the water below. You are separated. Hordes of Infected are converging down on you. You are about to run out of bullets. You toss the gun over your back and reach behind you, taking hold of a Chainsaw you found during your first travel. Starting the engine, bringing it forward, the mindless figures in front of you quickly fall to the ground in a terribly gory fashion as they stupidly come into contact with it. It is effective. The horde is thinning down. You can hear your teammates near you; they too have brought out a range of melee weapons; axes, crowbars, swords. Your team reunites. There are smiles, several sarcastic comments thrown about, and signs of encouragement. The female Spitter reemerges, sending another projectile of green fluid towards you. It does not make contact this time. You have adapted. You jump out of its way. Another sound emerges; almost like an insane laugh. A hunched and terribly disfigured shape looms from within the darkness. It jumps at one of your friends. It attaches itself to their head, guiding them back towards the pool of acidic fluid. You raise your weapon and prepare to spend the last of your ammo to save them. Another complication. A strange groan, heavy thumping, racing across the ground, getting louder, getting closer…SMASH. Another team-mate has fallen. A large creature with an enormous arm grapples them to the ground. Your only other standing friend races towards the Charger, Katana in hand, and with one swing of tremendous force, slices it’s back open. It falls to the ground; your teammate is safe. You, on the other hand, race towards the Jockey. You raise your AK-47, dispense of your remaining ammo, and it too falls to the ground. They too are safe. Disaster averted. You’ve all been banged up terribly. The effects of the attack have been severe. You still have a way to go before you reach the safe-house. You each draw out a large syringe, prepare it, and force it into your chests. A rush of adrenaline fills your veins. You race off with inhuman speed, past hordes of Infected – even a few unique looking ones wearing bullet protecting construction uniforms and earmuffs. It’s not long before you and your friends reach the safe-house. The door shuts, a sigh of relief and gratitude, a few winning remarks. You, Coach, Rochelle, and Nick are safe.

I thought an anecdote to be the best way to lead into the jists of this review. It highlights the wealth of new features and mechanics that make L4D2 a sturdier, more complex, dynamic, and entertaining experience than L4D. As most of you are no doubt aware, I chose Hard Rain to exemplify this; the game’s stand-out campaign by a mile. That isn’t to say, of course, that the four other campaigns that are packaged with L4D2 are underwhelming. Indeed, only one of them truly falls short; Swamp Fever. Alongside Hard Rain the likes of Dead Center, the Parish and, in particular, Dark Carnival represent the game’s more ambitious and vibrant creative and artistic direction, and this extends well into the core mechanics of the gameplay as well. Whereas the first game relied on the director alone to create interest in its environments, punctuating a point-to-point slog with a smattering of special events, the sequel introduces more frequent and richer set pieces due in part to the new Special Infected on offer, new horde dynamics, a fundamental and excitingly fresh upheaval in crescendo and finale mechanics, and closer attention to level composition in accordance with gameplay design.

L4D2 introduces three new special infected on top of those introduced in the original game including the Charger, the Jockey, and the Spitter. Aside from the individual abilities each of these new SI provide – and they do pack a punch when utilized correctly in the competitive mode of Versus – the Charger, Jockey and Spitter were designed to corroborate each other. In particular, their obvious purpose during development was to prevent the former game’s exploit of corner-camping and the end result has proven little to the contrary. They work exceptionally well together in substantiating and complimenting each other’s attacks in breaking up well-formulated teams and deterring players from corner-camping, and provide a much needed layer of depth to the gameplay.

Alongside these new creatures, the dynamics of the common infected hordes have improved, and compliment the new SI quite well. Each campaign provides its own respective Uncommon Common Infected that is thematically tied to that campaign’s locale and narrative premise. The likes of bullet proof riot Infected and other variants force teams to react differently and somewhat instinctively to constantly changing circumstances, again adding a greater level of depth to the gameplay. As such, they play extremely effective roles. They aren’t designed to be team killers. I merely wish we had seen more of them, as opposed to just the one for each campaign.

Most excitingly, the nature of the crescendo events and finales has changed to accommodate for the new special infected. The stand-still mechanic has largely been abolished in favor of gauntlet scenarios; no longer do you wait in the one spot as you wait for an escape to become available. Instead, you and your team are often forced to run through assiduous hordes of Infected to reach an exit or cut off a disturbance that is attracting them. The concept of forward progress is thoroughly thrilling and engaging and one of the most notable improvements the sequel capitalizes upon.

A distinct improvement in level design has served to exemplify all of the enhancements listed above. The levels in L4D2 are a lot more vibrant and alive than the previous game and more often than not you will sometimes stop just to admire the decadent beauty in the design. But it goes much further beyond aesthetics and more towards a seamless correlation with gameplay; the campaigns here include exciting crescendo events and defense sequences that may not have been possible with the locales of the previous game. The likes of Dark Carnival and Hard Rain in particular capitalize upon the opportunity to provide a wealth of unique set-pieces outside of the game’s standard gameplay scenarios. Dark Carnival – which is arguably the game’s most creative campaign – has players running along an actual rollercoaster and later defending themselves from infinite hordes of Infected during an automated rock concert, complete with fireworks and light-shows. Hard Rain even has players running through a sugar mill, inhabited by an unnaturally large number of Witches, and having them later retreat back to the campaign’s starting point; essentially seeing players battle their way in one direction only to return in the other with the environment now submerged, landmarks only just visible through the driving rain, and the AI Director contributing random thunderstorms, forcing teams to adopt different tactics and approach situations in a manner they would not normally do so.

While some challenges are more contrived than others, the possibilities here are clearly far greater than in L4D, and the dramatic ambitions for each level have scaled to match. The locations themselves are also more sumptuously rendered than L4D’s recreations of prosaic zombie fiction: Valve has proven it can do well with its dark woods, hospitals and sewers – now it brings its own creativity to bear, recasting the familiar zombie horror with sallow southern light, misty dawns and jangling bluegrass music. Familiar instrumental stings and spooky synths are now given a Cajun twist, and campaigns have distinct flavors themselves, an early favorite being the trip to Dark Carnival’s amusement park, complete with red-nosed clown zombies, big dipper and a tunnel of love. The Parish, too, is beautifully constructed, the race through its pastel-colored streets as aircraft attempt to purge the plague from on high proving no less intense because of its occurrence during daylight hours. Not all the campaigns hit the same highs, however – Swamp Fever is aesthetically bland, and the trudge through the bayou is in places a little too disorienting. The Mud Men UCI is particularly uninspiring; its role is questionable and it is not particularly engaging in terms of gameplay. In many respects, Swamp Fever proves retrogressive for the series through largely relying once more upon the antics of the AI Director and terribly dull defense crescendo finales to provide suspense. If it were not for the new weapons and special infected, it could easily have been something to come out of L4D. But even as the Source engine creaks towards retirement, evocative lighting and a little bit of southern flavor still put its modest polygon count to good use. Though it does not level up to the likes of CryEngine 2, the artistic wonders that VALVe manages to pull off are often startling. I thought initially that the daylight levels would be sterile but that impression did not last long. As I became accustomed to the surroundings of New Orleans, I found myself falling into the degeneration of this nightmarish district, the conspicuous morning heat growing as we progressed. Toward the end, the vistas start to open up, revealing the extent of the devastation – nothing at all new to L4D, but I found it all the more involving than previously. Distance had crept up behind me, something that the original never quite accomplished. The new daylight levels have, in turn, paved the way for enemy variants; females have now become subjected to the Boomer mutation, and the witch now walks about during the day.

The Wandering Witch, as she has been aptly named, is easier to bypass but her role nonetheless remains effective. I consider myself an accomplished L4D player - not a 'veteran' by any stretch of the imagination - but clean and competent nonetheless, and I find myself slowing down, treading carefully, and adopting different tactics when in the presence of a Wandering Witch. I have even, on occasion, shot a few of them. Because she is both standing and walking - and she does so only during the day - I have found that it is so much easier to shoot her accidentally either because she becomes obstructed by common infected or the glare of the sunlight obscures her silhouette. Incidentally, this is a consequence I have not yet suffered from with the stationary witch in night levels. This presence of variation is refreshing, and L4D2 does well by capitalizing upon small narrative details such as that. The sugar mill in Hard Rain is genuinely quite difficult and menacing, so they play a particularly effective role there.

As rich as the game has become as a result of the improvements listed above, much of its depth is attributed to a shake-up in combat mechanics; a bolstered and meatier arsenal ensures that the action is subtly altered from its predecessor, and this increase in variety along with complimentary items such as laser-sights, incendiary/explosive ammo, and cans of Boomer bile inevitably means the function of items is less easy to instantly intuit. Defined roles become murkier – no longer do you choose between range and heft, but range, heft, rate of fire and accuracy in many combinations. Who’s got the defibrillator? Who has the adrenaline syringe? As confusing as this may get for beginners, these small innovations give way to depth and dynamism, grander thrills and starker drama.

But the real change here is in the addition of melee weaponry. Far from being a mere novelty, fire-axes, crowbars and cricket bats re-balance the threat posed by the common infected. No longer are you so susceptible to the horde; in fact often the most effective way to deal with a threat is to get up close and personal. These things can absolutely shred the undead, particularly the machete, katana, and limited use chainsaw. If your Survivor teammates are trying to heal and share adrenaline shots, choose between med packs or defibrillator kits, or decide between pipe bombs, Molotov cocktails, or the new bile bombs that when shattered are like zombie lightning rods, there's no better way to seal off entrance to the area than by meeting any approaching foe with a whirring chainsaw. Or if you're out of ammunition and see the safe room just ahead, instead of simply shoving foes aside, why not smash in their skulls with a few broad swipes with an electric guitar? In other words, the melee weapons aren't just a bullet point on a marketing sheet, but add a noticeable and welcome element to the gameplay. And, for Half-Life fans, it's yet another opportunity to wield a crowbar.

Complimenting this improvement in level and gameplay composition is a greater prominence placed on narrative. As I said at the beginning of this article, Left 4 Dead’s story bore a sense of a much larger world and a much larger conflict occurring outside of the Survivors’ struggle; but it was merely that - a sense. L4D was bleaker, which was good for the game's respective atmosphere, but it leaved something to be desired for in terms of scope. VALVe largely failed to capitalize on the opportunities that were available with such implicit, ergodic storytelling within such a chaotically changing world. Thankfully, L4D2's story is, generally speaking, far more substantive this time around thanks mostly to a strong sense of continuity. There is a very distinct connection between the campaigns and having the survivors meet just in the beginning and allowing for these tie-ins to dominate each campaign's opening sequence. Not a great deal of exposition is provided – at least from what I am aware of – about the nature of the Infection itself, but what has been exemplified in terms of the narrative is humanity’s response to the Infection; notably the changing state of the world and the disposition of its inhabitants.

Consequently, the world is no longer static. Instead, it has opened up and so too has the premise of the Infection. We are seeing a progression in various elements over the course of the campaigns; a notion of steady narrative, characterization and thematic progression through distinctly connected, though no less contained, campaigns. But it goes slightly further than that; the story within L4D2 is subtle and requires a great deal of observation and - perhaps - a sense of foresight. Much more material is hidden within the game for those seeking it out. Narrative presentation must be dictated through gameplay. Consequently, the nature of the gameplay in L4D2 reflects the nature of storytelling in the game. It isn't direct. It isn't necessarily obvious. But it is there, and the payoff is certainly satisfying.

Thankfully, the series’ amusing ‘wall writings’ return and many of them are located outside of safe-rooms, encouraging exploration and independence to some degree. If I were to voice any complaints about the game’s delivery of narrative, I would suggest that further avenues could have been explored; the world is still – in some respects – overly static. No gunshots can be heard in the distance, indicating that there may be further survivors. Optional radios could have been utilized to deliver cryptic and interpretive messages and/or pieces of news; though arguably VALVe’s storytelling is at its best when it is showing as opposed to telling.

As a result of this improvement in storytelling, the survivors also have a bit more of a personality than the first game and will often have conversations of the past chapter or current situations. Coach, Ellis, Nick, and Rochelle are a bunch of clowns to be sure, but they fit well with game’s creative direction and are quite likable, even if they are representative of stereotypical archetypes.

Outside of these features, L4D2 provides two further game modes alongside the standard Campaign, Versus, and Survival. Complimenting these are the competitive Scavenge and daunting Realism modes. L4D2’s Realism mode makes the campaign challenge even more difficult, removing helpful glows around items and weapons amongst other things, meaning it's all up to your communication skills to call out ammunition and item pickups or to let people know you're in trouble. Scavenge is noticeably a streamlined version of Versus, and it is arguably the epitome experience of L4D2. It does not rely on its teams spending hours moving through an entire campaign each, but pits them into a contained area to participate in a thrilling deathmatch. The survivors must retrieve as many gas cans as possible to fill up a motor and it is the Infected’s job to bog them down and prevent them from succeeding. Jolly good fun.

As positive as most of the above has sounded, I am not entirely out of complaints;

I am curious as to why VALVe believed so many weapon variants to be necessary; though they all certainly serve a thematic role, I suppose, there seems to be very little difference in some of the weapons in terms of gameplay. As such, a few feel rather redundant. I understand the nature of the game as a shooter, but VALVe has generally always elevated themselves beyond the typical mundane FPS standards that pollute most of the genre’s titles; the weapons appear to be there purely for aesthetic value. What the hell is the difference between a Cricket and Baseball Bat, exactly? It is certainly a testament to VALVe’s decision to focus more on the casual, mainstream audience. Regardless, I am largely content with the weapons on offer.

As dynamic and competitive as versus and scavenge has become, a number of exploits still exist within the game; notably with the Spitter. Through playing both game modes I have determined very specific spots where the Spitter can simply camp for as long as possible with minimal risk of being killed. And most of these spots are elevated above ground, giving you a distinct advantage over the survivors. I have lasted whole rounds simply as the Spitter and came out with the most points.

There are also noticeable ping issues playing in your own country’s servers. I have occasionally found the game to be unplayable as a result of lag.

As much as I am aware that L4D2 is a co-operative game that greatly encourages human players to participate over AI, bots are occasionally unavoidable in the event one member of the team decides to leave a game. Once this occurs, the team becomes incredibly liable. The bots are absolutely crap. They can be, depending on the difficulty, game “breakingly” crap.

I can’t say I was happy with VALVe offering bonus deals with the likes of GameStop, either. I had thought VALVe cherished the ubiquity of their products; it appears as if their descent into the casual market with the game itself has brought with it many of the repugnant commodities often associated with it.

But this is dragging on now. Kudos to those who have read this in its entirety. I commend you. I shall wrap this up promptly; enjoy L4D2. It is thoroughly worth every cent. See you all in the game. Until then, I bid farewell.

Jan. 18th, 2010

For Uncle Phillip

I would like to point out that I lost my uncle on New Years Eve. He died from a massive heart attack. We discovered recently that he had Coronary Artery Disease. We know not how long he suffered from it, but we suspect he may have known. It came as such a shock for us because he was always so fit. He would ride his bike for dozens of kilometers across any landscape practically, no matter how tumultuous. I have elected to write a piece about this occurrence, and you can find that over at Tumblr if you wish to take a look. I would like to share the eulogy I prepared for him that was spoken at his funeral a little over a week ago.

For Uncle Phillip

Brad Hinds

 

I admit I’m lost for words. What do you say at someone’s funeral that does not cast a sense of extreme loss and sadness among all those who are listening? I know that in circumstances as tragic as this we must maintain positive perspectives; we must celebrate his existence and the impact he had on our lives as opposed to reveling in misery and pity. I must write something nonetheless; I need to write something, because I need him to know how much I truly appreciated him. I need him to know that his existence wasn’t for nothing. This is for Phillip. My uncle. My family.

I have been going over a few words in my mind persistently over the past week:

The tragedy of life is not that it ends so soon, but that we wait so long to begin it.

So many of us, it would seem, are living examples of this consequence. Wasting away our years, failing to capitalize on the many opportunities life presents us with, and crawling blindly forwards in the hope that we shall be shown the path to personal and financial fulfillment. Phillip was not this; he sized opportunities, worked hard to succeed and a left a mark upon those he was close to that won’t soon be forgotten. Owning his own vineyard was a testament to that.

I can’t say I can recall too many memories of Phillip, but those I do have are at the forefront of my mind and will continue to be there for many years to come. I have heard accounts – I do not remember, of course – that when he first lay eyes upon me as a baby the first few words to emanate from his mouth was ‘spud’; apparently because my head was shaped so much like a fully rounded potato. I’ve lost count at how many times this instance has been recalled to me, especially by my Dad. When I spent time with him over the Christmas break, I was just leaving Pop’s house when he said “see yah later, Spud”. I couldn’t help but laugh.

I just spoke of the Christmas holiday; I am infinitely grateful that our family spent that precious time together. I knew that it was perhaps the last opportunity for all of us to be together under the one roof at the one time. I didn’t know it would be that soon after. I spent a great deal of time with Phillip during this break. I went with him to the place across the street where he was staying at. I stayed there with him for a good half an hour. We would chat for ages about each of our lives; his childhood, his education and my own. We would also chat about music; notably Pink Floyd. How he loved them. It was Phillip who first introduced that amazing band to Dad, who in turn passed that influence onto me. It has been one of the greatest influences of my upbringing that I can recall. I find it so fitting that A Great Day for Freedom will be played for him today. He would have liked that.

As affected as I am with his passing, I cannot imagine the suffering that his sister, Christine, his two brothers, Baden and Michael, and his father, Perce are going through. To die at 54 – as fit as he was – is horrifying. It signifies how frail human life is, and although as terrible as his passing is, I’m sure it will bring the rest of his family much closer together. As is this the nature of death.

For Dad in particular I feel so terribly for. I’m not sure even he realised how close he was to his brother. They spent so much time with each other as children, listening to the same music together, playing with each other, adventuring together. I’ve never quite seen you so shook up over anything other than this before, Dad. Yet, as I have mentioned to you before, I will always be here to support you whenever you need it.

All I can say is that I wish I could be there to properly say goodbye to you; you deserve that. Alas, that cannot be, and I must be content with writing my feelings down on paper. I am happy that we all managed to come together as a family for Christmas. I am happy that we were given the chance to spend time together. Thank you for listening to me when you did. Thank you for treating me like an adult. I wish you could have come to us again in March, as you said you would. That you died so soon is terrible; you should not have left us. You were always so healthy. I am glad, at the very least, that you passed away doing something you loved so passionately. Goodbye Uncle Phillip. We will miss you. We wish you were here with us still.

You are our crazy diamond, and you will shine on with us for all eternity.

F.E.A.R 2: Reborn - A Review



F.E.A.R 2: Reborn


----- A Review -----





“Though somewhat pricey and certainly short, Reborn is a compelling addition that steps back towards the series roots and opens up a number of incredibly exciting opportunities along the way.





A Quick Overview



Presentation (8/10): A solid plot, interestingly executed, opens up a number of interesting possibilities. Polished and refined experience that touches upon several lingering issues from Project Origin.

Graphics (8/10): Few technical changes from Project Origin. Graphics nonetheless look clean and sharp and fit the paranormal atmosphere respectively. Greater variation and lesser restriction in level design assists in keeping things fresh.

Sound (8/10): Excellent voice-acting complimented by superbly constructed ambient sounds and an adrenaline pumping sound-track that also contains a number of F.E.A.R 1 goodies. Weapons could do with a bit of beefing up.

Gameplay (9/10): Tougher, more challenging combat scenarios offers a surprising degree of diversity and variation, while managing to keep things fresh despite a noticeable lack of new weapons or enemies.

Lasting Appeal (3/10): Approximately eighty minute campaign with no extra features. Might warrant one more play-through for achievements.



In-Depth Review


Admittedly, its somewhat difficult to write reviews for single-player DLC. Though low in price, the limited content often included in such downloads does not usually warrant a review of any substantial length. However, the release of F.E.A.R 2: Reborn, the first official single-player addition to the horror themed first-person shooter series is something of a special occasion. Though the original F.E.A.R was treated to almost overwhelming praise for its unique execution, tightly packed and almost universally effective horror sequences, coupled with some of the most visceral fire-fights to ever grace the computer screen at the time, it came as a surprise when its major follow-up, Project Origin, received reception amongst both reviewers and fans alike that was far from stellar. Indeed, Project Origin’s failures seemed to stem from Monolith’s decision to adopt a more mainstream approach in the likes of, say, the equally acclaimed and increasingly influential Call of Duty series. Project Origin suffered not only from dumbed-down combat mechanics ranging from glowing slow-mo enemies, iron-sights, and the absence of leaning, but also from incredibly easy artificial intelligence. There were few moments in Project Origin where you felt as if you were truly being challenged and, consequently, the rewards you often received, whether tangible or just sentimental, was often unfulfilling and ignorable. Though Monolith's rationalization for those decisions still escapes us, its with great pleasure that I contend that Reborn, though still retaining a number of the aforementioned issues, takes a massive leap in the right direction. Though some may be deterred from what is undoubtedly a shining little gem by its rather hefty price tag for a campaign that lasts for little more than eighty minutes, Reborn is an action-packed, challenging, and compelling addition that steps back towards the series roots and opens up a number of interesting opportunities along the way.

Reborn opens up an intriguing narrative premise. Whereas Project Origin deviated from the seemingly all-important perspective of the Point-Man to focus on the secondary outlook of Sgt. Beckett and his elite Delta Squad team as they became inescapably entangled in the affairs surrounding Auburn and the ever elusive and vengeful Alma Wade, Reborn places you in the role of a random Replica Soldier – yes, the self-replenishing bunch of cloned dudes you were shooting down in record numbers around every corner in the first two games. However, as with all F.E.A.R titles, not everything is as it seems. Foxtrot 813 is chosen, more or less, by old friend during an offensive on an Armacham outpost shortly following the destruction of the Origin Facility. Whispering maliciously into his mind, Paxton Fettel, who apparently died at our hands in the original game, soon takes control of 813, who quickly turns rouge against his companions, and assigns him the task of freeing him. That's where things get interesting. I'm not going to spoil any of the interesting revelations and in-sights that Reborn fits into its short experience, but there is enough plot there that will leave even the most informed F.E.A.R fans theorizing and guessing for months. The only drawback? Another cliff-hanger awaits and that may leave a lasting unfulfilled taste in your mouth.

Though Reborn certainly offers an intriguing story, it quickly stands aside in favor of the outstanding improvements that Monolith has implemented to the game's combat scenarios. Project Origin was criticized heavily for its mainstream, ‘Call of Duty-esque’ approach to these scenarios, and though some of those mechanics haven't been entirely removed or reiterated (leaning is still absent, enemies still glow when using bullet time), the nature and execution of each respective combat situation in Reborn not only feels diverse and variable, but also substantially more difficult. The sheer number of enemies that are forced upon you, complimented by an intelligent design is astounding at first, and it is something that is likely to throw you off. There is one set-piece in particular, amongst many others, where you face up to six Icarus assassins and an EPA all in an enclosed reception area at once. Monolith have done well to make each set-piece unique and altogether more enjoyable than most of the scenarios offered throughout Project Origin, despite the lack of any new weapons or enemies to contend with.

As a comparably short game, Reborn also benefits from what appears to be a tighter development cycle and, consequently, players are offered both a polished and considerably well-paced experience. There is no filler in Reborn, and Monolith appears to have reached a perfect equilibrium in intricately intertwining gameplay and narrative, allowing for well structured set-pieces and crescendo events pitch perfect in terms of plotting and without any sense of repetition. It's fluid gaming at its best.

Whereas Project Origin's world was largely static, the state of the world depicted in Reborn is anything but, and a sense of a much larger conflict is readily available. Whether fighter jets sweep over-head smashing skyscrapers towards the ground or into adjacent buildings, or you are traveling through and attempting to escape from a capsizing office building, trying to avoid a plethora of enemies with no weapons, or experiencing Fettel’s induced hallucinations, Reborn offers an intense cinematic experience that only helps accommodate the already over-flowing paranormal atmosphere.

Technically, Reborns graphics aren't substantially different from Project Origin’s. However, as mentioned before, Monolith has stepped up and vastly improved the occasionally bland and often restrictive level design of their previous titles. In particular, Project Origin was criticized for having its city levels far too closed and linear. Though Reborn retains the series carefully crafted linearity, many of the levels - in particular those set within city streets - have been opened up substantially, allowing players to tackle a number of combat situations in any way they see fit, often resulting in a number of different outcomes. One satisfying scenario in particular takes place across an open highway, with enemies ranging from standard soldiers, Heavy Armor brandishing Missile Launchers, and even Snipers, converging from all directions, allowing you to confront them wherever and however you wish, including an optional machine gun turret if you so wish.

And yet, some of you have likely glanced at the final score and are wandering why it is so low. There is no doubt in saying that Reborn is short. Extremely short. You'll likely complete the campaign in eighty to a hundred minutes on hard, much less if playing on easy. There's nothing to come back to except trying to get a few achievements you may have missed on your first play-through. Other than that, Reborn is something you'll likely play once and then leave it until you get an itch to re-experience it and, as a naturally linear game, don't expect to see much else on any extra play-through other than your first.


Conclusion and Final Score



There's very little else I can say about Reborn that I haven't already elected to mention. Monolith have payed attention to the overwhelming majority of criticisms it was met with in response to Project Origin. In response, they have both addressed them and largely attempted to rectify them. Reborn is challenging, its combat and level design is diverse, its rich with the narrative material we've come to expect from the series, and though it may be short, and though perhaps its price tag may be a little too much for the content provided, there's little doubt that Reborn is a fine compliment to the F.E.A.R single-player series.


7.2/10

Why I Write

I was listening to the news the other day when something occurred to me. In the midst of listening to the story in question, I had finally figured out how to succinctly sum up why I write. It goes a little something like this --There’s this ninety-year old woman named Rose who, after honking her horn repeatedly at the school bus idling in front of her, decides she has much more important things to do and guns her Honda Civic around the bus. Before she realizes that the bus was stopped for a very good reason indeed, Rose finds herself watching a freight train bear down on her and almost instantly, it smashes into the passenger side of the Civic and pushes it a good hundred feet before screeching to a stop. Forgoing all the gory details, Rose is pronounced dead at the local hospital and the attending doctor in the ER is tasked with notifying next of kin. Turns out Rose’s husband has been dead for decades, but she has a couple sons and a daughter. The doctor calls one of her sons and his wife answers the phone. The son isn’t home, but the wife offers to take a message. The notification ethics, however, forbid the hospital from telling anyone but next of kin about Rose’s death and so they ask when the son will be home so they can call back.And the wife responds “He won’t be back for two months.” And the hospital says, “Well… do you have a number where we could reach him?” And the wife says no, she doesn’t. And why not?–

Because he’s in space.

As in outer space. As in orbit. As in one of a handful of human beings who have the unique distinction of not being on the fucking planet.

The son, Richard, is working on the International Space Station doing repair work. And as he floats in Zero-G, he is blissfully unaware that his ninety-year old mother has just been flattened by a train.

I shit you not. This really happened.

And what does this family’s personal tragedy have to do with why I write?


Because to me, this is an amazing story. And as soon as I hear it, my brain is already hammering out the scene where Rose’s other kids debate as to whether or not to even tell Richard. The daughter, Christine, insists on telling him that mom died peacefully in her sleep and holding the grisly truth for when he’s back on Earth. Richard’s brother Michael, however, demands they tell Richard all the gory details. Why? Because it was Richard’s fault she was still driving at ninety. Michael’s been trying to get her into assisted living for over five years now and if stupid fucking Richard had just fucking listened to him, she’d still be fucking alive!

Fortunately, I think, the decision is not up to Richard’s siblings. He is, after all, a member of the military, so this would be a NASA issue. And it turns out in their guidelines there’s this thing called the Dual Plume Protocol. The Dual Plume Protocol, or DPP, was officially incorporated into NASA’s Psychological Charter this year. Let me back up --

In September of 2001, the space station was manned by three people -- an American and Two Russians. As they were orbiting over the Northeastern United States, the American called Mission Control to report that he could see (with his naked eye) two massive pillars of black smoke rising up through the atmosphere. When they answered back, explaining that the black smoke was all that remained of the Towers, the American took a long, sorrowful pause and responded – “I wish you hadn’t told me that.”

As a result of the DPP, NASA started actually asking the astronauts who are leaving the planet what their personal wishes are regarding notifications of earthbound tragedies. And this is like, a very detailed document because it covers everything from worldwide catastrophes (i.e. Katrina or a Tsunami) down to things that would only affect the astronaut him or herself (i.e. their mother’s Honda getting pulverized by a freight train) and it must be signed and notarized before launch. Why? Because the emotional state and focus of these guys is critical. They’re being sent up to perform missions on a space station and after spending millions to train them (Richard is one of three people alive who has the skill set to execute these specific repairs) it costs BILLIONS just to get them up there to perform them and the last thing NASA needs is for someone to go batshit with grief on the day they’re supposed to fix the thruster converter thigamajob.


So I’m sitting there thinking how Richard may have filled out his DPP Form…

And I realize there’s no such thing.

I made it up.

Yeah, I remember hearing about the astronauts on the space station having seen the carnage over Manhattan from orbit, but that’s got nothing to do with the story of Rose’s death. In fact, I don’t know how many kids she had or, for that matter, whether or not they can just send an email to Richard (can you get email in space?) and dispense with all the formality.

But where’s the drama in that?

So that’s why I write.
I write because I can’t help but make things up.
I write because I love to tell stories.
I write because my imagination compels me to do so.
I write because if I didn’t, I’d be branded a pathological liar.

Nostalgia

I only just stumbled across several creative and analytical pieces that I wrote throughout 2009. They are based off of Mary Shelley's 'Frankenstein". As critical as I am of my own work, I remain remarkably proud of these efforts. I thought it only appropriate to share them. Enjoy.


Analysis on the thematic significance of companionship in "Frankenstein"
 

In Mary Shelley’s Frankenstein companionship is a vital recurring theme that offers extensive insight into several of the novel’s primary characters; notably Walton and the Monster. That Walton complains of not having peers with whom he can relate to and confide intimately with illustrates the most basic human need of companionship just as the Monster later desires a female with whom he may live out his wretched and solitary existence with in isolation. By drawing upon parallels between Walton and the Monster, these passages highlight the presence and absence of companionship, and how either may provide a catalyst by which resultant actions – either positive or negative – take place. Shelley’s development of the parallel she creates between Walton and the monster, and the duty the monster irrevocably believes his creator, Victor, owes him combine to provide an answer to a key question in the novel: if Victor had finished his construction of the monster’s companion, would the monster really have stopped his killing spree? The author quietly answers ‘yes.’

Signs of a deliberate parallel between Walton and the Monster are immediately foreseeable. While speaking of Victor, Walton reveals his easily impressed persona when he persistently refers to Victor as a “noble creature”. The monster bears a comparable nature, made evident by his rampant use of the phrase “lovely creatures” when describing the De Lacey’s. The admiration these two share for their fellow creatures leads them to desire interaction with them. Walton’s letters themselves are proof of his will to connect with others. In a letter he writes to his sister, he exclaims, “Continue to write to me by every opportunity . . . I need them most to support my spirits”. Meanwhile, Frankenstein’s monster expresses similar wishes to interact with others when he says, “I eagerly longed to discover myself to the cottagers.” The monster reveals a longing for human connection through expression of a desire for communication. This is the strongest parallel in the natures between these two characters; both experience severe loneliness and the craving to put it to an end. Walton and the monster’s comments are eerily similar in expressing these feelings; Walton remarks, “I have no friend.”, while the monster says, “I have no relation or friend upon earth”. Walton continues, “I greatly need a friend who would have sense enough not to despise me”, while the monster states, “my heart yearned to be known and loved by these amiable creatures”. The close bond between these two characters is now fully exposed.

Formerly a mysterious, grotesque, completely physical being, the monster now becomes a verbal, emotional, sensitive, almost human figure that communicates his past to Victor in eloquent and moving terms. The monster clearly understands his position in the world, the tragedy of his existence and abandonment by his creator, and is out to seek either redress or revenge. “Am I not alone, miserably alone?” and “You, my creator, abhor me; what hope can I gather from your fellow creatures, who owe me nothing?”. While Victor curses the creature as an ‘abhorred monster’ and a ‘fiend’, the monster responds to Victor’s coarseness with surprising eloquence and sensitivity, proving himself an educated, emotional, human being. One of the ways in which the monster demonstrates his eloquence is by alluding to John Milton’s Paradise Lost, one of the books he reads while living in the peasants’ hovel (described later in the monster’s narrative). He entreats Victor to “remember, that I am thy creature: I ought to be thy Adam; but I am rather the fallen angel.” Comparing himself to both Adam and Satan, perceiving himself as both human and demonic, the monster is poised uncomfortably between two realms. Shelley suggests that the creature's misdeeds are caused by the enormity of his suffering and loneliness; at heart, he is essentially good and, more importantly, essentially human. Scolded like Adam and cursed like Satan, the monster is painfully aware of his creator’s utter disdain for him. By comparing Victor to God, the monster heaps responsibility for his evil actions upon Victor, scolding him for his neglectful failure to provide a nourishing environment.

Interestingly, it is the manner by which the monster convinces Frankenstein to comply with his request for a companion that is significant. The monster continues to address Victor directly, reminding the reader of the relationship between the two. Furthermore, quotes like “Unfeeling, heartless creator!” and “you cast me abroad, an object for the scorn and horror of mankind” serve to emphasize that the monster has a purpose in telling his story: he wants to elicit a reaction from Victor; recognition of Victor’s responsibility for his disastrous plight. Throughout the better part of their exchange, the creature's tone is reasonable in the extreme: in fact, his desire for a companion seems almost noble. “Let me see that I excite the sympathy of some existing thing; do not deny me my request”. In this way, he will divest himself of his longing for violence and revenge, and lead a blameless life. By aligning his maliciousness with his misery, he is implicitly blaming Frankenstein for what he has become: such an accusation is effective in evoking the sympathy of both Victor and the reader. The creature often refers to Frankenstein as "you, my creator": this doubled form of address does not only serve to remind Victor of the responsibility he bears for giving the creature life; it is also a complimentary title that implores him for help.  As he speaks, the creature's syntax becomes almost Biblical in tone: he frequently uses the verb "shall," which has the ring of both prophecy and command. He is thus subtly informing Victor that he has no choice in this matter: his acquiescence is already a foregone conclusion.

There seems to be one conflict, however, tying back to the start of the novel and the first passage. Walton also is devoid of companionship by the end of the book; Victor dies and leaves him once again without a friend. Walton, bitter about his renewed loneliness, shows hostility to the monster upon meeting him. Yet Walton refrains from murdering anyone, unlike Frankenstein’s monster. In fact, he takes time to listen to the monster’s story, and lets him go in the end. The differences here would allow room for differences elsewhere; maybe the monster, if given a companion, would not react as Walton had. Maybe he would have kept killing. But there is a major difference between them. Walton experienced companionship; something the monster never did. The friendship the captain had with Victor conditioned him even more to compassion. After caring for someone as much as he did, he simply could not take the monster’s life, especially after listening to his story. There was never any friendship to be found in the monster’s life; he didn’t have a single companion for the entirety of the novel. The overwhelming amount of hatred that the monster experienced throughout his life only served to further destroy his original compassion. The fact that Walton lets the monster go in the end further proves this answer correct. Upon receiving nothing but hatred in life, one can only respond in kind. However, when one gains a friend, ones learned compassion keeps one from harming others. If Frankenstein’s monster had received a companion as planned, he would have kept his promise and stopped killing.

Frankenstein was written as a horror story. This inner seam brings forth the issue of companionship, and the effects of having it, losing it, and never experiencing it. Society is largely responsible for how much or how little companionship one has. Now that readers have become accustomed to the face of Frankenstein’s monster, the terror of the story shifts its focus. The horror of Frankenstein no longer lies in the gruesome face of the monster, but in the loneliness society inflicts upon him by refusing to provide a companion. Today, the horror surrounds society itself, subtly warning readers to remain compassionate, even to those who appear hideous

Nostalgia - Part 2

"Frankenstein" Creative Piece + Writer's Commentary

Dearest Elizabeth,

I write to you as I would my loving, living wife, for you are indeed alive to me still. Your presence fills the cramped chambers of this ship's cabin and consoles me in my solitude. Yet I am not alone on this earth. For the present I have the company of my new friend Walton, though I fear his sympathies grow strong of late and are of an intensity afore which my present constitution must falter. Loathe as I am to deprive him of a kindred spirit, the circumstance will doubtless occur too soon, and I will willingly fly to you, my darling Elizabeth, and to him my dearest friend Henry, whose love remains unsurpassed by the Captain's unsolicited affections.

I confess I keep this journal in the greatest secrecy, away from the curious eyes that mark my movements with kind anxiety; for there are matters I would reveal to your eyes before those of any man. Foremost among them are the words I neglected to unfold to Captain Walton, good man that he is. It is necessity that renders me silent on matters unrelated to my story; but you, my more than sister, my wife, would have heard the tale by and by, if my accursed creation had not struck you down in the blooming prime of life.

You know very well the fondness which I bore for both you and Henry; from my earlier memory we were playfellows, you earlier than he, but he no less loved for having arrived later. You remember the times we spent in the study pouring over our different but complementary occupations, how you laughed so merrily at Clerval's descriptions of his exploits. You know also the instance that discomfort threw a pall over our days; fortunately the wedge was fleeting and it was not long before we formed our happy circle once again, satisfied in our mutual affections. I was well aware of the love Henry had for you in his turn. Your hesitant gestures seemed to speak of a heart that shone on mine only, as mine for yours, but often there were looks that seemed to say otherwise, and I felt sufficiently safe to encourage you by the most subtle means I had at my disposal. Do not be angry with me, dear Elizabeth; I confess to emotions strange and fey that led to a wish for I know not what. May I say this now, then keep my peace forevermore! Our blissful circle shall never join again, unless it be in the Heavenly Father's own embrace, and this I must confide.

The illness came upon me as a consuming gale to the weary traveller. I drowned beneath its tolls, and only the helping hand of my friend kept me afloat. At some period in my convalescence I daily struggled with the notion of telling Clerval all. He had been a faithful nurse and the best friend a person could have, and every day I watched the marks of care on his clear brow deepen even as I grew in health. One day when he was at my bedside I fixed my eyes on him and spoke--

'Henry, my friend, I have been naught but a burden to you.' He put up a hand, thinking to interrupt me, but I shook my head and he allowed me to continue. 'But I fear I have not repaid your kind attentions with the like. I have not been as open with you as you deserve. I am wrought with events terrible in their nature, more terrible than even your imagination can grasp.' Here a violent trembling overtook me, and Clerval hastily wrapped my raised hand in both of his and begged me to stop. I attempted to resume, believing my task to be of paramount importance.

Finally he placed his lips on the exposed knuckles of my hand, pale with the force with which my fist was clenched. In a voice of suppressed emotion he repeated his entreaty. 'For the love of God, Elizabeth, and all you hold dear, Victor! It is of no concern to me what horrible deeds you may have witnessed, or indeed,' he hastily added, feeling my muscles tighten, 'committed. You are as precious as family to me--' Here he came to an abrupt end and simply pressed my hand.

'I am content, Henry,' I said warmly, returning the pressure. When he saw that I was calm he retreated to the armchair by the bed. He was habitually placed there on the direst days of my sickness, and I often woke in a fit of fever to see Clerval sleeping on this poor contrivance. On these moments I would dwell on the gentle rise and fall of his breast and be reassured of life.

Thinking to bring me cheer by venturing on another topic, Clerval said, 'Have you heard of Louis Manoir's impending marriage? He has just written me. He says she is a very comely young woman.'

'Elizabeth wrote of her. A lovely widow, I am led to believe, with considerable wealth at her disposal.'

At this Clerval gave a start. I inquired into it, but he laughed and made light of the matter. However, the incident remained in my mind; I wondered what blight could have clouded the eyes of the bright, happy fellow that Clerval was. A few weeks later, I happened to inquire casually into the business of Manoir and the widow. Receiving no satisfactory response sealed my lips from further questioning. There are things each man must hold to himself, even from the knowledge of his closest intimates.

Little by little, I recovered. Before debarking for the journey homeward, he suggested a brief tour and I conceded.

Do you wonder that with the monster of my creation loosed to the world, I could thus gaily stroll the fields of Ingolstadt? But you forget, it was Clerval who remained by my side, he who hoisted the burdens of care off my weary shoulders. I often felt consumed by a sort of ecstasy. I would gaze on him as my sole source of love and light in those days. All of wondrous nature seemed beautified by his presence; again the sun shone and the wide sky smiled down upon our upturned faces, shining in what seemed like innocence. The shadow of the truth yet lurked in my heart, but I was able to dwell in the fullness of joy due to his unremitting companionship.

Much of the fortnight passed in this manner; my joy knew no bounds. I did not stop to question this wellspring of delight. I knew not how careless my indulgences were till the time when all light was withheld and the caress of love had fled every fibre of my frame. These ramblings were recalled to me after much had passed and I was again with Clerval on my voyage to England where the dreadful quest was to resume. How different were my feelings then! How much had changed in the interim, and how remote I was to Clerval, when I should have loved him more before we lost him forever?

Thus I remember with pain my last moments with him. We sorely missed your presence, yet I sometimes felt that you were always with us. Rushing down the Rhine, the happiness swelling in my heart moved me to a semblance of the same. But as we approached Britain, gladness gave way to terror and bouts of illness.

I was in this state when I encountered Henry in the ship's cabin we shared. Mistaking him for the creature that haunted my dreams, I charged at him, arms outstretched. We grappled; I was merciless, and it was by chance that I did not accomplish the deed which the demon would do on my behalf. When I came to my senses I found that I was laid out on my bunk; Henry had been watching over me. Tears welled beneath my eyelids, and my complexion surely expressed much pain and agitation, for Henry bent forward and pulled me upright. He placed my head on his shoulder, held me as a son, soothing my wearied senses by a gentle rocking motion.

The remorse that gripped my soul was unspeakable; I loosed my lips in incoherent explanations. Time passed and I fell asleep. I awoke in the dark, with the body of Henry beside me frozen in slumber. I have little recollection of the events that followed. I can barely recall the delirium in which I was held. The energy and beauty of Henry became concentrated in the foe that grappled with me in the dark, and for an instant I imagined myself to be back within the nightmare. Then it seemed the demon himself who covered me, and I shuddered and sweated in turn, overcome by the beastly strength of his inhuman arms. Gradually, I became aware that it was Henry, Henry who placed his lips on me and offered me all the solace his heart and hands could afford; I was not mad, but I teetered dangerously near that crevice when I allowed myself to be consumed by my longing for him, and you, Elizabeth, for even then your spirit lingered.

Often times as I grow older and seem to become more and more a ghost of myself, I ponder as to why, or for that matter how, I am still able to stand and face the cruel visage of reality as it seems to tear away at my pathetic and wretched existence; the creature I had been so eager to generate in my foolish youth had now wrought so much misery and unhappiness upon me and my poor, yet oblivious, loved ones. I had aimed to produce life; I had received only death. I had wanted to make an angel with which people would be free of any pain; instead I received a devil of terrible strength which sought only destruction and terror.

Looking back on those long years, I realize, however, that I am as much to blame for its sins: had I not been a naïve fool, lives would not have been lost; my life would have been one filled with happiness and joy instead of the dreary and loathed existence I am doomed to live out now. I brought that atrocious demon into the world; I am the true culprit. Together, we are both at fault.

However, there is no denial to the unspeakable truth: I am the “Diable de la Vie”, a devil of life condemned to reside every waking moment repenting for the sin of the ghastly life I had produced that fateful day many years ago. And, as for my creature? What other fitting name is there to give it other than “Ange de la Mort”, for it truly is my angel of death: a monstrous fiend destined to taunt and torment my mind for all of eternity with the crimes and atrocities it has committed. Ah! That I would simply leave this plane of reality and peacefully reside among my siblings, friends, and parents; all whom I have lost in some way to the faults of myself and my foolish ambitions.

My love will always be with you,

V. Frankenstein



Frankenstein Creative Piece – Commentary

I admit the prospect of endeavoring to write creatively for Frankenstein enthralled me due to the sheer amount of material there was to play with, and the context of such material. I toyed initially with the idea of expanding upon the novel’s premise; by extending the story beyond its current canon conclusion. My first thought was that of following the Monster’s perception as it committed suicide; tendencies which it strongly hinted at as it fled Walton’s ship. That idea bore the opportunity to expand upon the Monster’s self-definition in the wake of his creator’s death and the culmination of every event that had previously transpired; Adam or Satan. Concurrently, the idea of offering a potential happy alternative for the Monster became apparent to me. I realized that a single relative of Victor Frankenstein still lived; Ernest, Victor’s younger brother. Having been mentioned little over the course of the novel – or at least over-shadowed by the affairs of Elizabeth, William, Clerval and Robert – I pondered the concept of having the Monster coincidentally stumble upon Ernest. Initially unaware of his relation to Victor, Ernest would have displayed an unexpected level of compassion and generosity to the Monster, setting him on a completely different course.

I quickly discarded the idea of the latter and indeed the former as a result of how incredibly arbitrary the ideas felt. Exploring the Monster committing suicide so as to flesh out his self-identity felt as such because a great deal of the novel’s lasting impact stems from continuously being unaware as to that question’s answer. There would also have been little relevance in exploring an event that is perhaps not only self-explanatory but also better suited to uncertainty. I discarded the idea of Ernest meeting the Monster because it felt incredibly cliche, and ultimately I felt such an approach diluted the mood, tone and subject matter which constituted the core narrative. Instead, I opted to explore Frankenstein’s state of mind towards the end of his life on Walton’s ship through the use of a secret diary. Although Victor clearly re-tells his story to Walton throughout the novel, I found it interesting that very little exposition was offered as to Victor’s actual state of mind as he neared death. Though I attribute this to the fact that it is Walton who is narrating the story at the time that this occurs, I felt intrigued by the possibility of exploring Victor’s thoughts and feelings in the aftermath of sharing his life-story to Walton. Having finally shared something so momentous to someone else, I felt it only natural that Victor’s thoughts and feelings may have perhaps begun to objectify. As he nears his death, he is no longer isolated and alone. He is also no longer subject to the chase that had become so obsessive and consuming for so long. He literally has had the time to sit and think. As a result, I offer this creative piece which returns to Victor’s perception towards the time of his death, so as to bring to a close some of his own personal issues.

In the end, I have allowed Victor to come to terms, at least in some part, with what it is that he has done, and what it is that he has been subjected to for so long. I found it fitting that the diary entry be addressed to Elizabeth, despite the fact she has long since passed away, because the life he had once cherished started with her. As such, his life takes an almost full-circle turn, as he begins to accept his responsibility for what has happened to him, and the death he is soon to be consumed by.

Jan. 17th, 2010

Update

Just to note, I will have that Left-4-Dead 2 review finished in a day or so. I have been slack lately. Many thing happening in my life, at the moment.

Until then, I bid you all namaste and good luck.

Eternities Respose

I would like to share these thoughts with you that I recently had in regards to several specific scenes from Half-Life 2. Enjoy:

There is a particular scene in Sandtraps I feel compelled to call upon. You exit the zombie-infested tunnel. The late afternoon sunlight glares in your eyes. The world around you is dry and barren; lifeless almost. The grass screams for moisture that cannot come. The ocean alongside the decaying highway has sunken ominously. Large fishing boats lay on what was once the ocean bed. A kilometer down the road, a large three-story coastal house looms into sight. A faint pillar of smoke rises into the air. Several Combine Soldiers stand outside near an APC, burning what is left of what one can only assume to be the remains of several resistance fighters. You can choose to approach the house or continue traveling onwards. It would be an entirely optional exercise. But you do stop. You liquidate the Soldiers from the area. They lay - almost fittingly - alongside the corpses they mercilessly murdered. The interior of the house is bare. There isn't much of a sign of any struggle having taken place. The real attraction lies on the top floor. As you climb the stairs, an unnerving sight catches your eyes. A man lay strewn across the wooden floor. His corpse is positioned in a peculiar manner; almost as if he were sleeping. A gun rests near him. You ask yourself, what could have happened to this man? So many possibilities. Perhaps he was attempting an escape. Or perhaps he had intended to fight the intruders. Was it the Combine who exterminated him too?

Though perhaps something a little more sinister rests beyond his peaceful corpse; a faint smile seems plastered across his lips - he looks almost relieved. No signs of a struggle. His body is not amongst those outside. Restful as he appears to be, it almost seems as if he took his own life. Perhaps he hid as the Combine executed his friends and took them outside to burn. Perhaps he heard their screams, the gunshots, and the smell of burning flesh. Perhaps he was afraid. Perhaps he no longer saw a point in going on within this terribly harsh and lonely world. He grabs his pistol. Raises it to his head. Fires. His misery ends. He is finally at peace.

The poignancy of this scene is startling. The story behind this poor fellow stirs up an array of conflicting emotions. You wish you could have had time to save him. To talk him out of it. To tell him that there are things still worth fighting for. Then you ask yourself if it would have made a difference. Hope is a terribly dangerous thing to lose. Would he have taken his life regardless?

And then a palpable feeling of guilt washes over you. As you stare at this innocent man’s lifeless figure, you recall the events that are responsible for this terrible loss. It is your fault. The prospect of envisioning a world not ravaged by the consequences of the Resonance Cascade hits you more powerfully than ever before. You’ve spent so much time running, so much time chasing, so much time killing without thought or feeling, that you have begun to forget your humanity. What once distinguished morale action from immoral action has become blurred. This guilt gives way to self-accusation. You killed this man.

This one poignant scene is a testament - in many ways - to the dynamic, interpretive and open world that Half-Life 2 and its Episodes present to players. We make of it what we will. We interpret each relationship, each event, and every scene as we wish, because they are constructed as such. Freeman - who has been absent from the world for nigh on two decades - is unaware of the changes that have taken place. So too are we. We are both forced to construct meaning through the desolate expanse of the Combine ruled world; to create our own understanding and to tie the knots ourselves. But it goes even deeper. There is such a monumental thematic and emotional quality to these scenes that stem beyond the mere superficial discernment of what happened; these scenes adopt a far more surreal attitude as a result.

It is narrative delivered in a truly non-linear fashion.

Referring to, for example, the vagueness of the Seven Hour War, I think there is something to be said for Valve focusing on what is contextually relevant and what is not at a particular time. The events of the Seven Hour War have no relevance in Half-Life 2 - twenty years later. Although this detaches you in a sense from what occurred, this could arguably be supplemented by the confusion and alienation one feels about being left in the dark. About not having played a role. Freeman has been gone for twenty years - the other characters are unaware of this - and so to have we. It is altogether more effective, I would argue, to create that impression as opposed to being filled in with irrelevant details about an event whose events are no more complex or mysterious than what has been revealed; an event incapable of being altered.

I think this paragraph surmises my points sufficiently;

“Will the answers ever come? Perhaps not. But then, the moment the mystery is exposited out of the Half-Life universe, the moment Valve stops hinting, stops showing and starts telling, will be the moment they discard the storytelling principles that they themselves established. More importantly, it'll be the moment when Half-Life becomes just another series of video games about saving the world from aliens.”


Over the next several months, I will be posting several short-stories; specific scenes selected from across the Half-Life series that deliver on a profoundly emotional and thematic scale. Keep a watch for those.

Dec. 7th, 2009

Left 4 Dead 2 Impressions - Quick Overview

Presentation: Built upon the unaltered foundation of L4D1, but drastically and effectively expanding the framework, L4D2 offers a more substantive and complete experience which provides a level of continuity and depth that its forebear never quite achieved. The final product shuns the controversy and solidifies its place as a justified and rightful sequel.

Gameplay: A plethora of new content; game modes, weapons, melee, SI, UCI, characters, locales. A welcome alteration in core gameplay mechanics that virtually removes corner camping and offers a whole new level of dynamic experiences. Some features - notably Swamp Fever, and several of the weapons and enemies - are incredibly uninspired and superfluous.

Graphics
: Aging, though no less capable, the Source Engine continues to corroborate its timelessness - technically and artistically.

Sound: L4D2 retains the distinctive musical and audio style that L4D1 featured prominently throughout, albeit with an appropriate Southern US ambience. The audio attributing the new SI and new locales contribute extensively to the game’s apocalyptic and paranoia-based atmosphere. Voice acting is top-notch.

Lasting Appeal: L4D2 provides a near infinitely dynamic experience as a result of all of it's new features; there is simply so much here to play with. It's accessibility and longevity will appease even the casual fans for a long time to come.

Left 4 Dead 2 Impressions - Contextual Overview

Valve Software is certainly a controversial bunch of developers, are they not? Every so often, there is a time where we are all left sitting disoriented and scratching our heads feverishly; clueless, and absolutely gobsmacked. We question their integrity, and their direction. We question their honesty, and their choices, their conduct and their motives. Can we necessarily be blamed for adopting such temperaments? Though the quality of Valve’s final projects have near universally been successful and unquestioned, the manner by which they have embarked on a great majority of their monumental titles have been wrought with worrisome assumptions, misconceptions and concerns. The development period of Half-Life 2 was particularly tumultuous throughout 2003, at which time the game was delayed for a full twelve months and Valve were accused of spreading misinformation about the game’s development status and the version of the game that was premiered worldwide at E3 of that year. 2006 saw Valve debut its episodic approach to delivering tighter single player packages in shorter intervals of time with Half-Life 2: Episode One as opposed to the hefty six year development Half-Life 2 suffered from. Their six month estimate for release schedules with the three proclaimed episodes soon gave way to a full eighteen plus month development schedule for Episode Two. They continued to defy established ‘rules’ and normal codes of conduct with the Orange Box; which packaged five games (which included, with much controversy in itself, Half-Life 2 and Episode One) for the price of a single monolithic title. A year later and Valve – alongside recently acquired Turtle Rock Studios – release the first major IP alongside Half-Life; the distinctive co-op zombie thriller entitled Left 4 Dead. In contrast, L4D represented the first relatively clean development and release schedule in Valve’s short history. Surely it would be plain sailings from there. Surely Episode Three would be just around the corner.

So up comes E3 ’09 and we are once more left in a state of disorientation and disillusion. What emerged from the fires that erupted on a global scale during and immediately following E3 was not the much anticipated reveal of Half-Life’s final chapter in its current iteration, but an altogether more shocking revelation that instigated a public uproar of near global proportions; Left 4 Dead 2! With the Half-Life series – and, indeed, it’s accompanying fan base – thrown impetuously into shrouds of darkness, nearing twenty four months since the release of Episode Two, questions were inevitably being raised, and tempers were justifiably resonating everywhere.

Quick to respond to the L4D2 announcement, a number of thoroughly displeased fans immediately banded together and formed the controversial L4D2 Boycott Group, which very quickly garnered worldwide public and media support and attracted numbers ranging as high as the thousands on a daily basis. Alongside the L4D2 announcement which cast a large amount of doubt upon Valve’s integrity to maintain the honest relationship it had built with its audience – especially in the wake of perceived EA influence - and the seemingly broken promises made to provide L4D owners with free PC DLC support, and the potential alienation that may occur upon release between the L4D and soon-to-be-formed L4D2 communities among numerous other concerns, further disruptions were occurring elsewhere across the gaming community: Where was Episode Three?

As Valve’s premier gaming series – renowned for holding the title of greatest PC shooter series ever conceived – the L4D2 announcement came as less of a shock for the Half-Life fanbase than the ever persistent silence that Episode Three continued to be subjected to. The perception of ‘episodic gaming’ was changing negatively and the status of the much anticipated final chapter was being questioned severely.

Things were looking rather ominous.

Does it come as any surprise, however, that all of these tribulations and concerns have since been left as little more than a pile of broken plastic shards, strewn across the community, discredited and trampled upon?

Absolutely not!

As the months droned on, much of the uproar surrounding Valve’s presence at E3 began to die down. Subjective assumptions and premature conclusions were washing away, replaced by a growing sense of rational and objective thought. Many of the accusations against Valve were quickly being discredited as communication between the company and the boycott group grew, DLC for L4D was released as promised with the assurance of more to come, and L4D2 was appearing at further gaming congregations showcasing its increasing credibility as a justified sequel.

November has since passed, and so too has the release of L4D2 amid intimate widespread attention. The only question that remains; has L4D2 lived up to the expectations Valve themselves set? Check back shortly to see if it has.

Dec. 2nd, 2009

New Horizons

Pretty deep topic title for something so minor. Haha.

I have opted to expand my blogging to the site known as Tumblr; which is incredibly stylish and accessible. I think I may contain my little social commentaries for this beautiful site. What will reside here will be something far more creative and substantial. So please do check both sites regularly. For those so interested, here is a link:

http://bboynexus.tumblr.com/

More ramblings to come.

Oct. 23rd, 2009

A Heart to Heart

Good day, compadres. I hereby declare the need for a heart to heart.

I think that after reflecting upon my previous entry (which is, evidently, my first) such an introduction wasn't given enough justice. What's the word to use? Contrived? Arbitrary? All irrelevant semantics, of course. Having said that, I believe it's only appropriate for me to provide a proper introduction. Who am I? For what purpose have I deliberated to create this blog? What is it that you can expect from it? More importantly, what is it that you can take away from it?

First, let me address the first question I posed. My name is Bradley Hinds. Brad, Hinds-Man, Hyndsey - whatever suits your fancy. I am currently 17 years old, attending college, and well in-tune with my academic studied and related intellectual endeavors. I possess a calculating, ambitious, creative, and relatively reserved disposition, substantiated by a compassionate, thoughtful, and emotional temperament. My passion is writing. Creative writing. Not so much into poetry, so I generally reserve my interests to contemporary novels as well as works from various renowned authors across the globe. I am particularly fond of H.P Lovecraft and the profound influences he has had on the horror genre, along with Stephen King and Marc Laidlaw respectively. Also, J.K Rowling, Mary Shelley, John Donne, and Shakespeare. Most of whose styles I emulate to some extent. Creative writing aside, I also enjoy focusing my tendencies on analytical and review writing. There's something so expressive and intimate in being able to pick a part pieces of work and evaluate their meaning and respective thematic qualities. I am, as many of whom I intimately relate with could accurately attest, quite pessimistic and out-spoken on dozens of political and social affairs riveting the world today. I am deeply invested into music - especially that which is designed for the mind, rather than the senses. I am deeply passionate about ambient music, trance, [power] ballads, and Pink Floyd. I am not an avid watcher of television, but I am a devoted fan of 24 and Lost. I posses a calling to go to Britain (the reason for which continues to elude me), and my overarching dream - ahead of teaching, practicing law, and journalism - is to work for Valve Software one day as a writer.

So, why have I decided to construct an internet journal for myself? It's an idea that arguably gives off a sense of self-indulgence. A number of reasons exist, though the catalyst by which I ultimately decided to do so only presented itself to me several days ago. A little over 12 months ago, my grandmother (on my father's side, for those so curious) passed away from a heart attack. Brought on as a result of physical and emotional neglect by her horrendous partner - the terrible excuse of a human being that he was (not my grandfather, just to note). I discovered - much to my surprise - that she had kept written diary entries for every day of her life since the mid 70's. I admit, this triggered a kind of response within me. I had previously toyed with the idea of keeping a journal of sorts, but I lacked sufficient motivation to follow it up. Upon hearing of this revelation, I immediately reflected upon the prospect of looking back upon journal entries within twenty years dating back to today. What an experience it would be! Like photos - perhaps more tangibly so - journal entries can provide gateways back into times of thought and reflection that may have otherwise escaped your memory. It would be thrilling, I think, to reflect upon those gradual changes objectively through that reflection, as opposed to 'running with it', so to speak, subjectively at any respective time. My grandmother had the capacity to open up a time-machine almost; relive very specific feelings and moments of her life.

What an extraordinary concept. I believe whole-heartedly that it is important to remember one's past - remember, acknowledge, and accept - so that one may move seamlessly and comfortably into the future. Everything we are today and everything that surrounds us is a result of an unchangeable past, and it is vital to remember that as we continue to move forward in life. Furthermore, I concurrently discovered that my father possessed an extraordinary gift for writing poetry in his early twenties. He would receive completely spontaneous and sporadic bouts of indescribable inspiration and he would immediately begin to write the most eloquent, well-articulated pieces of poetry on the spot with very little deliberation. Stunned at how my calculating, literal, scientifically and mathematically inclined father could possess such a gift, I was immediately disappointed - for his sake - that he had lost it all many years ago by some accident. An accident that he cannot explain to this day. What a waste, I thought to myself. What a waste of such an incredible gift. I felt resentful, and I cannot begin to imagine the bitterness he would sometimes feel boiling within him at times of deep reflection. I did not want the same thing to happen to me - in any shape or form. Thus, my internet journal was born.

So, what is it that I hope to convey through my journal? I wish to share my work, my vision, my hopes, my tribulations, my concerns and, yes, even advice to those so willing to accept it. I believe that I have something to share with others, and I do not wish to deprive those who might be interested in such efforts. I'll be following a rather structured blog plan, I think, so as to maintain some form of consistency and polish.

If you have read this far without losing interest, I commend you. My sincere gratitude if you have. So, until another time, I will see you up ahead.

Oct. 20th, 2009

Rise and Shine...

So, welcome to my blog - my sanctuary, one could say. My creative, analytical and imaginative outlet. A hub for all the sporadic trivialities that often hurtle into my cranium, or events of which I am subject to during my daily endeavors. How positively enthralling, yes? What you will find here, aside from frequent ramblings, are excerpts from creative/analytical writing projects I am under-taking at any respective time. In particular, a great deal of my work is focused on Half-Life material, written by the amicable Marc Laidlaw - great man that he is. I hope you to find them enjoyable and I appreciate any and all constructive feedback that is offered.

In the meantime, this is where I get off.

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