TheOverclocker Issue 36 | Page 37

of enemies and items within the levels are randomised with each playthrough. It keeps you on your toes, and the random elements help instill an endless feeling of tension as your team limps along with almost no health between them and still two-thirds of the level ahead of you, hoping for a bit of luck in the form of a stash of health kits or a bomb to earn you some reprieve if you get ambushed. The game’s pretty good at signposting incoming threats and areas of importance with audio cues, and part of the constant chatter between characters (which also acts as a way to further the game’s barely existent narrative) involves them calling out useful items they’ve spotted. It adds to the flavour and atmosphere of things. One of the key differences between L4D