
The game's AI "director" also has its own deck of cards that inform players of specific dangers to expect in a given level. That mix of randomness and emergent gameplay fits pretty tidily with the L4D formula, and as such, the card system is already one of my favorite B4B tweaks. Ultimately, however, the cards you draw will be random in the same way that your squadmates' tactics and scrounged weapons and items vary, the favorite cards you pick will be random, as well. Some perks favor melee attacks others offer ranged weapon boosts (damage, reload speed) and still others make your character better at healing squadmates, discovering items, or boosting in-game cash (spent at safe zones or saved between campaign missions). Whenever you're about to get a new card, you draw three, pick one, and shuffle the rest back into your deck.ī4B's alpha includes dozens of cards, and you can narrow those down to build decks that favor different play styles. One card can be a guaranteed draw, but the rest appear randomly whenever your squad reaches a safe zone, as if you're drafting your apocalyptic traits. Instead, you'll build a limited deck-currently, 15 cards-and take it into a campaign level. I mention Slay the Spire because you don't simply slap cards onto your character and get perks. You'll unlock cards through the course of B4B's campaign, and each offers perks that either provide mild mechanical boosts (use less stamina while sprinting) or interesting gameplay tweaks (when you switch between your primary and secondary weapon, the "stowed" one instantly reloads). With that out of the way, think of Slay the Spire, a game where players amass a deck of game-altering cards over the course of standard gameplay. At least the game is decent enough to announce them so clearly. The game's AI "director" draws unique cards at the outset of every level, as well, and these stack additional dangers onto your journey ahead.

In other words, many L4D ideas have been carried over and remixed in a don't-fix-what-isn't-broken way. And the Snitch shambles through open fields of zombies but will react like a L4D Witch and scream to attract a horde if a squad doesn't team up and kill it quickly. Like in L4D, average shambling-right-at-you zombies are easy to kill in isolation but can overwhelm in waves, and these are broken up by L4D-like "super" zombies. The Retch, for example, combines the acid-spitting properties of L4D's Spitter and the hazardous-goo-splosion issues of L4D's Boomer.

It's all classic L4D stuff: Eerie, foggy woods abandoned warehouses woods and towns with abandoned cars and homes, which offer a mix of multi-lane paths but eventually converge-and are patrolled by admittedly familiar zombies (here, called "ridden," but let's be real: they're zombies). So far, only one such zone is available in the closed alpha, and a competent squad can expect to beat its four levels in around 80 minutes. Use guns, melee weapons, and explosive implements to tear through zombies, and juggle health items and tools to get your team from one safe zone to the next. To wit: each of the game's "campaign" zones is broken up into smaller levels, and your squad gets an opportunity to rest, heal, and stock up on supplies at a "safe zone" between each level. Many of B4B's concepts are lifted shamelessly from L4D (if the naming convention with a number "4" didn't clue you in).


Hop from train car to train car, lest you lose the upper tactical advantage.
