

There are also basic stat bonuses, such as extra damage with class-specific weapons. At level 5 as a medic, for instance, I can choose to increase my health or increase my damage resistance. Every five levels earned with a class-they’re called ‘perks,’ but I’ll call them classes, because that’s what they are-unlocks a choice of bonuses. The leveling system is another half success. The big guys do, at least, shake up the routine, and can severely punish the team for bunching up in a tight corridor. Of course, medic isn't the best class to handle a big Scrake busting through the door in the first place-and that's part of the teamwork-but even as a more potent damage-dealer, I get less fun out of unloading ammo into big damage tanks than I do kiting lesser enemies and rhythmically blasting their heads off. I like the first two attributes, which require more precision on my part, but the increased health means my little SMG sprays more feebly into absorbent heads and torsos, and it just isn’t as enjoyable.

Hard mode is hard because the mutants are faster, smarter, and have more health.

Normal is too easy-me and three random players can take on ten waves without much trouble-but feels more satisfying in the moment than Hard or above, which offer the real challenge. I am somewhat disappointed by the difficulty settings.
