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