One thing that’s undeniable though, the guns sound great and feel just as great to shoot. You also can’t detach attachments you buy or find and place them on any new gun you find, which is unfortunate since money to buy new weapons can be hard to find and what’s available in the shop is randomized per level. It wasn’t uncommon to pick up a great carbine but had a scope that zoomed in too far. You’ll find guns and attachments scattered around the levels and they’ll come with color-coded attachments in the same style as your favorite looter-shooter (green, blue, purple, orange) but you’re stuck with whatever scope you’re given. I can’t think of many guns that are downright unusable but because surviving is so important, I found myself sticking with guns I was familiar with. Most times I swapped them out but it’s not because they’re bad. Cleaners also come with specific weapons but you can swap them out for others your find as you play. Something as simple as using Mom’s instant revive to early can have a major impact later. These buffs feel much more evident and can greatly change the flow of a level and create added considerations that compound all the other strategies involved. My favorite is Mom who gives the team an extra life, gives herself an added healing inventory slot, and can instantly revive one teammate per level. That downside to all this preparation is you won’t feel many of the buffs until much later, making it hard to know when a card is impacting your build.Ĭleaners also come with cards which function as perks, and they give one buff to themselves and on one to the team. It’s a lot of front-end prep work that does slow the action down from level-to-level, especially if you’re waiting on a teammate to figure out their strategy, but the payoff is worth it when everyone is firing on all cylinders. So you have to think about what the director might do to make your life harder and order your cards appropriately. The game itself (known as The Director) is also throwing its own cards at you called “Corruption cards.” They modify Ridden and levels by giving Ridden armor, for example, or creating a thick fog on the level. If you place a card too deep into your deck when you need it, it can make your run much harder. At first that was a little disappointing as it took away the excitement of more complex deck building like in card games like Hearthstone, but it was clear the control you’re given is more important as you progress further into levels. It’s based on the order you placed the cards in your deck. It looks like they’re pulled randomly, but they’re not. Every level, you’re able to choose one card among five. Even where you place your cards in your deck takes strategy. Choosing cards adds an interesting layer of strategy and molding your character into one that more easily fits your style of play delightfully enhances the chaotic shooting. It’s great you can equip cards that suit specific playstyles like a melee focused style. Individual cards can make your bullets penetrate enemies, make your guns hit harder, give you more health and stamina, increase your luck or ammo, and even buff your team. You’re able to carry a reasonable 15 cards and create decks that you can adapt to a certain playstyle. But by the end, you see the best levels Back 4 Blood has to offer and I had fun shooting zombies with guns that feel great.Ī card system is the engine that makes Back 4 Blood go. Most of what makes Back 4 Blood end up feeling tired comes from a repetitive, plodding first half of the game, a useless story, and a solo mode that doesn’t challenge you enough or reward you at all. For the most part, Back 4 Blood is a fun multiplayer game with friends or randoms, but it can get unusually boring. Turtle Rock Studios tries to reach back into its history and grab the joy of shooting zombies and retool it as a modern-day spiritual successor to Left 4 Dead.
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