Saturday, March 10, 2018

Absolute Zero Epilogue 2.0



Title: Absolute Zero Epilogue 2.0
Links: http://www.mediafire.com/file/0kncd4b04eaacsz/absolutezeroepilogue.rar

Steam Workshop Part 1, Steam Workshop Part 2
Author(s): Chris "Soul" Toth
Survivors: L4D1
Notes: Also known as Sequentia Absolutae. Sequel/Epilogue campaign to Absolute Zero, includes drivable train with dangerous insta-kill powers. Same issue as Absolute Zero, the author pulled his campaign down from every public source so as usual, people who have nothing to do with his pettiness suffer. Most recent Steam Workshop version uploaded to Mediafire.



This is a three-map campaign that serves as a kind of bonus for Absolute Zero, the massive and disappointing gameplay-wise campaign that takes place in the Arctic. After the survivors get rescued by an airplane, it crashes somewhere in a somewhat populated civilian zone in the Arctic, and the survivors have to travel across a frozen tundra through a train yard and take a train to an abandoned military zone where they call for rescue. Overall this is shorter campaign than Absolute Zero and as someone said in a Gamemaps review, this feels like DLC for the campaign (albeit free, of course).



I've played this epilogue across multiple iterations and the most significant difference between the first release and the final is that the first consisted of a single map while the newest version breaks it up into three. I did like the single-map version a little more because it's more intense without checkpoints, but I understand why it was split up into three. If something fucked happens late game, it can be a complete deal-breaker to try and pick it up again from the start. It's not a big problem for me, but it does give the effect of being very lop-sided. The first two maps are each much shorter than the last map for sure; personally I would be happier with the first two maps being combined into one, thereby yielding a more balanced two-map campaign with both maps being of significant length.



Overall some of the same problems of Absolute Zero carry over to this campaign, namely that there's just too much shit everywhere and the overall appearance of chaos and disorder appears to take precedence over streamlined gameplay, but since this is mostly just pervasive in the first two maps and they're fairly short, it's not as big of a problem here as it was there. You can see this in the way that the first map includes many slopes with ice physics, making it difficult to control yourself as you slide down. Objects will also roll down, such as gas cans or molotovs, so it's best to be careful.


The first map is mostly a descent down a literal slippery slope littered with abandoned cars and trucks. A tank appeared near the start of the map so if I wasn't already aware of the location of primary weapons, it could have put a very bad taste in my mouth. At the bottom of the large hill is a large ice section that leads to a cliff face with a destroyed train that's a bit tricky to navigate at first and doesn't seem to make much sense. As soon as that's done, the map's over.


The second map has you mostly going through some vehicles and running briefly outside until you get to a train yard. This train yard is large and well-developed but again, a bit difficult to navigate. This was where I started to notice that the prevalence of fog somewhat hinders navigation in this campaign as a whole. The overabundance of items here appeared like a holdover from the early iterations of this campaign, since this map is so short that it's not necessary. The only other thing to mention is that there are a couple of sudden drop-offs where it's possible to just fall and die. Otherwise this map is somewhat unremarkable.


The third map is the longest and most memorable by far. Its claim to fame is that you begin in a train that you can control by speeding up, slowing down, or stopping. This turns out to be somewhat necessary because the track is very long and tanks and witches randomly spawn on the tracks. If you walk it, you'll have to deal with those boss infected, rather than being safe inside the train. The downside to the train is that you'll probably die at least once. This is because of a couple of gimmicks in the map that you have to know or be prepared to learn. First off, a couple of things will immediately destroy the train if you run into them. Secondly, the train's emergency brake doesn't work unless you're in the lowest gear (first), so if you're hoping to pull the e-brake in time to avoid something when you're in second or third gear, you're kind of screwed. Thirdly, the train's momentum makes things kind of janky when you walk around the train, so it's not as easy to go from one side of the train to the other as it should be. Lastly, if you get out of the train and then get back on, be prepared for the bots to not be cooperative. This is annoying because anyone who stands in front of the train, accidentally or intentionally, will die when run over.


The last map also requires you to destroy a tanker, which you will need to be very far away from when it explodes. Better to be way, way back than anywhere near it because its area of effect damage will kill you even when it doesn't look like it should. I feel like this is really unfair and cheap, since it's essentially the same effect as the tanker getting destroyed in Dead Center, which you can be much closer from and come away unscathed.


After riding the train again, you'll come to an abandoned bunker, but before that you may stumble across a hidden generator room. I have no idea what this is for. I assume you need to fill it up with gas or something. There is a switch in a room overlooking train tracks on a bridge, which may have something to do with it. Otherwise, I wish I knew what this did.


The finale hold out area is again indicative of the author's preference for aesthetic over geometric streamlining, as it just feels like a garbled mess of boxes and holes over which to jump. Otherwise the finale is fairly intense without feeling unfair, even though it extends the holdout to three waves as you wait for the pilot (voiced by the author himself) to arrive by helicopter. It's fairly good and is only a little confusing in terms of the layout.


In terms of gameplay, this campaign is pretty average. There are, at most, a couple of events, and they're really just temporary hordes so it's very standard in that regard. There's no scavenge but there may be an optional scavenge with the generator. I never found an ammo pile save for the one in the finale area, though various resources are scattered liberally in the backs of police cars. It's not nearly as challenging as Absolute Zero since the maps are shorter, but it's also not as unfair and it comes away feeling like an okay campaign on the whole. The final area is a bit of an eyesore but it allows for a decent enough finale.


Difficulty: The biggest hurdle comes in map 3 with knowing how to stop the train to prevent you from suiciding and also knowing to stand way the fuck back when shooting the tanker. Otherwise the only other part that may provide some difficulty is the finale, which is three waves. First-time players should try this on the difficulty that they're used to playing on.

Final Verdict: Absolute Zero Epilogue really does feel like DLC because it's kind of a "lite" campaign that is really just more of the same, with just a minor train gimmick to play with. This isn't going to win huge accolades and it doesn't surpass the technical feats of the original Absolute Zero, but it doesn't play as disastrously, either. Mostly it's fairly average, boring on certain stretches of icy tundra, or tedious in the train. It's above average in visual quality but the generic combat doesn't make it a stand-out. Decent for playing one time.

Rating: 3.69/5.

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