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Watch this.

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One jump. and the rifle
is gone from the screen.

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A Jockey has grabbed the survivor.

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Now they're being steered across the
motel roof. then down into the parking

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area.

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Rochelle gets them free.

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The weapon comes back.

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That's how quickly Left 4 Dead 2 can
turn a shooting game into a rescue.

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We're following one run through
the opening of Dark Carnival.

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And the interesting part is how often
this team has to change jobs: clearing

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a path. finding each other. breaking
a hold. buying time to heal.

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Start on the highway.

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There's room to move. but the abandoned
traffic keeps breaking up the view.

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A van hides one angle.

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A truck hides another.

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As the team moves between them.
the next threat comes into sight.

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Then the motel opens up below.

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From the roof. you can look across the
courtyard and pick out enemies at a

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distance.

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It feels like a useful
place to stop and aim.

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For a rescue. though. distance
means something different.

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Somebody has to get a clear chance
to help the survivor who's caught.

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The attack at the start lasted long
enough to pull them off the roof and

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take a chunk of their health.

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The team was nearby. and
the rescue still took time.

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Inside the motel. the space changes again.

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You move along a balcony. through
a doorway. and into a crowded room.

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Watch the window.

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An infected climbs through it.

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Now attention has to
shift away from the door.

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And then a Boomer changes
the whole picture.

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Keep track of where the team was standing.

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The bile washes over the view. and
those familiar shapes become much harder

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to read.

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You can still move and fire.

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But finding the doorway. following a
teammate. and choosing where to aim all

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happen through that mess.

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As the effect clears. you
get the same room back.

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Later. on the wooded path.
the pressure comes in a chain.

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Another Jockey grabs the survivor.

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Ellis gets them free.

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Seconds later. the warning is about Ellis.

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A Charger has caught him.

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The team has another rescue to deal
with before this stretch is over.

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Then there's a quieter
detail I really like.

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The survivor starts healing. and Rochelle
keeps firing beside them while the

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progress bar fills.

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That short pause has a job attached to it.

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One member of the team needs time.

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Another is still watching the fight.

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Eventually. the entrance to
Whispering Oaks comes into view.

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The team reaches the safe room. the
door closes. and the chapter ends.

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After all those interruptions. a
closed door feels like a reward.

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That's what makes this run worth watching.

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The team keeps getting small problems
that need somebody else to respond.

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A grab. a blocked view.
a moment spent healing.

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Helping each other becomes part of the
action all the way to the safe room.

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Which co-op game makes you
rely on your friends like this?
