PUBLISHED: Student & Campus Section, Manila Bulletin, 29 April 2009 Issue (Page E-2)
My fascination with Pride and Prejudice and Zombies—and, more broadly, the concept of zombies in general—would never have existed were it not for a game entitled Left4Dead, a zombie-themed multiplayer shooter game developed by Valve, the gaming firm also responsible for that other wildly successful first-person shooter entitled Counter-Strike.
I have yet to meet anyone who played this game and did not enjoy it—which might best explain why girls are turning out in gaming shops at record numbers. It is arguably the new Counter-Strike, except with better graphics, better features, and best of all, zombies.
Comparing both games at face-value, there seems to be no difference between the two, except for the fact that you kill zombies instead of terrorists and counter-terrorists. But while Counter-Strike is a game that pits one human team against another by default, Left4Dead is a game best played on Campaign Mode, where your team goes up against an army of zombies controlled by an innovative AI system, whose most impressive feature is the ability to vary the game’s difficulty, pacing, and even dramatic effects to make the game more challenging for the players.
In a campaign, you and your teammates, called the Survivors, are pitted against a horde of zombies, called the Infested, in an alarmingly frightful post-apocalyptic world. And unlike Counter-Strike, where skill imbalances can allow one or two players to go Rambo and dominate the opposing team completely, cooperation and coordination are the most important elements to finishing a Left4Dead campaign. Solo flight always means instant death.
This is why it’s so enjoyable to play this game with friends. There is a sense of camarederie that shows each time you kill the Hunter who has pounced on your companion, or whenever a team frantically prepares itself for the zombie horde alerted by the Boomer—a phenomenon that makes itself known when everyone, in the heat of the game, starts shouting at everyone else in the computer shop.
In fact, I have witnesssed relationships blossom out of this horrifying yet uniquely gratifying experience of wiping out zombies side-by-side in adjacent computer stalls. I guess simulating being the only survivors in the aftermath of an apocalypse makes for a great date.
After a couple of months of playing, strengthening and establishing friendships, though, it struck me that this game appeals to me so much not just because it’s a social experience, but also because it’s so gosh-darn believable.
Establishing believability is a lot more than just displaying good graphics with the appropriate music. A lot of it is based on the execution of a concept and the way you play with contexts. In Left4Dead, for example, the zombie apocalypse is established in such a way that it seems plausible, and thus spectacularly terrifying.
Among the various elements, it is the very idea of a societal breakdown—a key element in any zombie apocalypse concept—that adds so much to the game’s believability for me. As zombie apocalypses go, the overwhelming generation of zombies often happen out of nowhere, and for no reasonable explanation. And the reason for why they propagate is because authorities often do not act fast enough to stop them, despite the wide range of measures available at their disposal.
Yet if there’s something that Left4Dead suggests, it is the fact that when individuals, concerned entirely with self-interest, refuse to act towards the greater good, the group collapses. Try going solo-flight in a scenario, and you’ll be lucky to survive for five minutes. This is one game where it is important for you to communicate with teammates, heal them, and revive them when incapacitated. Otherwise, you’ll never make it to the safe room.
It’s the same thing, I would think, in a world that is perilously close to complete breakdown. We live in times that are ripe for a zombie apocalypse. And it’s either we put aside differences and help each other, or in gameplay terms, we end up being overrun by zombies.
I admit that I’m going out on a limb here: it’s hard to believe that the programmers at Valve created a zombie shooter as a form of social commentary. I’m more inclined to believe that this comparison of a zombie apocalypse to a real-life one is a product of my overactive imagination. I guess this game simply reminds me too much of the breakdown that can result in the real world, and reflects my inherent desire to survive despite of it.
Now, I don’t know about you, but I’m thinking maybe our world leaders should get together and play Left4Dead sometime.


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