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Pesaro 4

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  • K_vo75

    Posted this review


    Defensive driving course, search, loot and survival. A journey back to (someone else's) home.

    What the creator brings us in Pesaro 4 is simply great, because in addition to continuing Pesaro's campaign saga, he brings us new gameplay, perhaps never seen before in L4D2. I'm a L4D2 player since 2011, and I haven't seen anything like that before. Sure, there are campaigns that also use vehicles, and base (house) fortification, but nothing that allows the player free exploration and full control of the vehicle. I've been following the creator's work for a while. I see your process of always bringing new things, be it the form of events, be it in audio-visual details, be it in gameplay. And all of us who also create campaigns know the difficulties and challenges of overcoming the limitations of L4D2. Something our friend Systane did with subtlety and audacity.
    And just like any other campaign, there are things that can be improved. After all, the community is full of ideas and constructive criticism that improve both the campaign and the perception of the campaign by the creator himself. I believe that when the community is united, with ideas and solutions for problem solving, things flow, are resolved and everyone wins. It's not worth it coming here and spewing criticism without examining the limitations of the entire map creation process. It's not simple, it's not easy. It takes time, work and dedication. I really love to see how some members of the community are engaged in this campaign, bringing extremely positive feedback.
    So play this campaign, but play with an open mind. Play respecting the limitations. Read the campaign description, which will clarify a lot and also direct you to more fluid gameplay. If you like the campaign, say thank you. If you don't like the campaign, say thank you too. After all, it's a job done for us with love and hard work.
    About the campaign, I believe that everything about it pleased me. I had a reall good time with my friends driving the Ape Piaggio. The controls are difficult, of course. But understand that the focus of the campaign is not vehicular exploitation. It's a journey. So respect Piaggio and everything will be fine. The distribution of items is fair, as well as the difficulty. I tried advanced, experienced, and then experienced realism. I didn't find difficulties in any of the maps, except for map 3, which could have something more when collecting healing materials. That aside, perhaps the hardest part is actually steering the Piaggio through the bumpy streets. hahaha
    The finale is, without a doubt, the strong point of the campaign. Because it gives purpose to all the other parts, in the sense of the narrated journey, and at the same time demonstrates the need to collect items that may seem banal, but which at the same time are extremely essential, such as, for example, the chemical toilet that I had to carry from the store. When it was loading I just thought about how funny it was, but then, stopping to think about it, I understood the logic of it all. I like the humorous details pinned here and there by the author. The scenarios are also a strong point, as well as the lighting and ambiance. I believe this campaign has immense potential for new projects. I'm sure the ideas the creator worked on in this campaign can be perfected over time. And as a creator, who knows the work that goes into creating something of this nature, I would like to congratulate you on the incredible work. Thanks, my friend.
    Here is my recommendation for all those who like to venture into new ideas.

    Edited: 5 days ago

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Version 3.0 Final

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