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PvE-mode Back 4 Blood really strongly resembles Left 4 Dead: it is built on the same principles and mechanics, only with a couple of point changes. Four people move from one safe room to another, fighting off hordes of zombies and special infected. Each character has five slots for equipment: a large cannon, a pistol or melee weapon, a grenade, a healer, and some auxiliary tool like a stun gun, with which you can break out of the enemy’s grip. Enemies here are darkness, and there may be even more of them at any second: it is enough to inadvertently scare away a flock of noisy crows or, as is usually the case, to shoot at a car with an alarm. And health and patrons are not endless – to survive until the end of the campaign, you need to be on the lookout and constantly cover your partners. Special Infected are not represented by specific mutants, as in L4D, but rather by archetypes, within which there are different subspecies. Spit is like a hybrid of a Hunter and a Smoker: it is fragile, briskly bounces on different surfaces, and attacks from afar; depending on the mutation, she can either shoot with acid pointwise or swaddle the victim in a cocoon, from which her partners will have to pull her out. The stinker combines the qualities of the Fat Man and the Spitter. Only, unlike them, he is quite strong in health: he makes his way to the survivors, splashes them with caustic bile, and explodes after death. Finally, Verzila is a cross between a Thug and a Tank: he can run and withstand the entire team’s fire, scattering the nearest victims with his huge hand (he can grab one of the people with it).
In addition to the PvE campaign, there is also a PvP mode and a completely separate one. If in Left 4 Dead “Battles” took place on levels from the campaign, where the opponents were people playing for special infected, then Back 4 Blood offers two teams to take turns to survive in small arenas, changing sides. Whoever holds out for the people longer will win. It helps the survivors become stronger and is much deeper and more interesting (at least in beta) than in the campaign. At the beginning of each round, people can choose four perks at once, but there are many more amusing things in addition to simple improvements to characteristics. For example, automatic reloading of removed weapons or damage buff for every second of aimed fire. By combining these bonuses, over the course of several rounds, you can assemble a small build tailored for specific effects: for example, healing allies or attacks on the vulnerable points of the infected. The team of monsters is also improved, and, unlike the survivors, the improvements acquired by each player affect the entire team at once. But their upgrades are simpler: defense, health, attack damage, and properties of special skills. Separately, you can pump and simple non-playable zombies so that they bother the survivors harder.