![]() ![]() The Hunter can more easily go unnoticed when the Survivors' vision is obscured by the Boomer's bile. The Smoker can pull a Survivor away from the group, which makes the Hunter's pounce more deadly and the horde summoned from the Boomer's bile more dangerous. ![]() The ability of the Hunter to instantly incapacitate makes it a bad idea for the Survivors to split up, while the Boomer's bile attacks are more effective if the Survivors are in a tight group. The Smoker is the easiest to spot due to his cloud of smoke and spores, but he is able to pull Survivors with his tongue. ![]() The Boomer is large and easily-spotted, but he can attract horde zombies by vomiting on the Survivors, or simply by being close enough to them when he explodes on death. He is also the hardest to distinguish from Common Infected, making him stealthy despite his loud screams. The Hunter can leap great distances and tackle a Survivor, immobilizing and damaging her until the other Survivors come to the rescue. The Special Infected aren't much stronger than Common Infected, but they have special abilities. The other enemy types take advantage of the Common Infected to become more dangerous themselves. All Common Infected are attracted by beeping pipe bombs and car alarms.Īt most difficulty levels, the Common Infected are environmental hazards they obscure vision, block movement, and require the players to take time to thin their numbers. Common appear in two forms: as "wandering zombies," who begin scattered around the world and provide little more than target practice, and "horde zombies," who rush in groups of 10-30 and mob the Survivor players, causing much more danger. They are fragile zombies who go down in just a few shots, but they are great in number. These six can be separated into three categories: Common, Special, and Boss Infected.Ĭommon Infected are in their own group. These remain the same in all gameplay modes, although other players can control Hunters, Boomers, Smokers, and Tanks in Versus mode. The player characters, or Survivors, are threatened by six types of Infected in L4D's zombie apocalypse: Common, Hunters, Boomers, Smokers, Tanks, and Witches. The power of a group of these enemies is greater than the sum of its members, because of this interaction. These units, through the interplay between their unique abilities, have more than additive group strength. Valve Software's Left 4 Dead, however, has a very complex example of cooperation and interaction between enemies, compressed into just six types of Infected units. It's especially common in strategy-focused games to find a rock-paper-scissors pattern of enemy strengths, but on a small scale this is more about the units' individual weaknesses than any sort of interaction of abilities. Occasionally, a particular pair of enemy types are designed as partners to work together. Half-Life is one of the first games to use squad-based artificial intelligence, where human grunts share information and coordinate their attacks to better inconvenience the player. The power of a group of enemies is equal to the total power of its members. Yes, they are all pursuing the same goal - kill the player character - but they do it in a simple way, without taking advantage of each other's abilities. In most games, these enemies do not cooperate in any meaningful way. The player character must get from point A to point B, and an army of goons stands in her way, forcing her to take time to thin the mob before continuing on. Enemies in video games tend to primarily play the role of obstacle. ![]()
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