Left 4 Dead Delayed to Fall, Akella to Publish in Russia

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The release of Valve's co-op zombie shooter Left 4 Dead (PC, X360) has been delayed until this fall, according to a press release from Eastern European publisher Akella.

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."

Chris Faylor was previously a games journalist creating content at Shacknews.

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From The Chatty
  • reply
    April 11, 2008 10:23 AM

    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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      April 11, 2008 10:32 AM

      If that is the case, better Valve fix it up than just release away. Making zombie mode fun must be quite difficult, zombie bosses seem to have some chance to kill a player but mostly just die.

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      April 11, 2008 10:32 AM

      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!

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        April 11, 2008 10:37 AM

        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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          April 11, 2008 10:53 AM

          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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            April 11, 2008 11:24 AM

            The devs have even said that they are having a really difficult time balancing the zombies against the humans.

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      April 11, 2008 10:48 AM

      [deleted]

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        April 11, 2008 10:51 AM

        Most of the zombies are AI from my understanding. There are specific super-zombies (boss types) that get spawned periodically that a player will control. But, the majority of the onslaught will be bots so to speak.

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        April 11, 2008 11:13 AM

        That's what everyone wants to do anyway. I'd much rather take twice the number of maps and have it be co-op only (only AI zombies), but releasing a product with a large number of maps is speaking a language Valve doesn't speak ; )

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        April 11, 2008 11:24 AM

        My thoughts as well. I could care less about playing the zombie side. The human side sounds so much more fun and tense.

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          April 11, 2008 11:45 AM

          They should just do away with the 4-player support for the zombie side and just let one guy play it in something like a Dungeon Keeper style where he can give commands but doesn't have direct control or he can posses one guy and have direct control over that one guy.

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        April 11, 2008 6:52 PM

        No. Wrong. Another batch of human players controlling the boss zombies is a fantastic idea.

    • reply
      April 11, 2008 11:54 AM

      Agreed

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