Left 4 Dead Delayed to Fall, Akella to Publish in Russia
Valve had previously told Shacknews that the title would arrive in late summer, most likely in August or September. The autumnal season begins on Tuesday, September 23, providing Valve with the opportunity to still deliver the game within the previously established timeframe.
In the announcement today, Akella revealed that upon the Left 4 Dead's simultaneous worldwide release this fall, it will be publishing the title in Russia and other CIS territories. For more on L4D, check out the Shack's hands-on impressions.
"We will be working closely with Akella as we prepare the launch of Left 4 Dead in one of today's fastest growing gaming markets," said Valve marketing VP Doug Lombardi.
"Left 4 Dead is Valve's attempt to fill gamers' desire for a dynamic and engaging co-operative action experience," he continued. "This has been validated by the press, who are calling it one of the most anticipated titles of the year."
Given Akella's focus on PC titles, it is assumed that the Russian publishing arrangement only applies to the PC edition.
"Akella is thrilled to be able to bring this unique game to Russian speaking territories," added Akella publishing VP Vladimir Koudr. "Left 4 Dead is already highly expected throughout the world, and Russian FPS players are eager to play this game."
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I'm starting to get worried - sounds like they are really having difficulty implementing Zombie mode. At Quakecon the human side seemed to be pretty complete.
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Where do you get that impression? I don't think it's a difficulty of implementation as it is balancing the "super zombies" that players play so that they're not just powerhouses that can wreck all 4 players in one swoop. I think this will be an on going balance issue too, especially as people get better as playing either side. (These thoughts are of course based off the actual changes they've made public as far as how they are balancing each of the player-zombie types.)
But, in the end, if the human side seems complete to you, that's perfect. For me, that's exactly what the bulk of this gameplay type is about. Survival of the fittest!-
Because the Devs ran the Zombie side and they needed 2 devs to run the zombies in waves (one dev attacking and one dev creating the next wave) and I just don't see how they could easily design that out with having a computer run a level of zombies that the human zombies can influence and add/remove with out over balancing the game.
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Ah, so the issue is the timing of the zombie waves or getting the zombies to attack appropriately and at the right time? If it's just the timing of the waves, I think that would be easily scripted.
Basically, have to complete an objective before you get to the next area...which could mean fighting off this horde of zombies at the same time or the horde being the objective. But, I don't know -- I have not played the game and sounds like you have. =( I'm jealous.
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