Yeah uh, L4D2 is pretty much better (imo) in most resepcts than L4D1 and Crescendo events were even in L4D1. Also, in your opinion FPS games should be about people constantly on the move. That is not a given fact here and you should not try to push it as one. A few of L4D2's events even encourage you to be on the run while they're active - See Parish 2's mid-level event.
Melee is a greatly welcomed addition but most players I work with prefer the magnum because it is the only gun that is a 1 hit kill on realism modes over the base pistols. I do think the starter pistols are too weak for their own good but if you had something that great to always fall back on, why would you even need to bother with some of the tier 1 weapons?
Yes, but my opinion is the best opinion.
In all seriousness, I can't think of a single great FPS that's not about motion. Ever wonder why people hate regenerating health? It's because it slows down the pace of the game, resulting in a more stop-start, less strafey experience. Know what has a cult following? Mirror's Edge. People like motion in FPS games.
Also, L4D hordes weren't predictable, other than when you set off a car alarm, for the most part. They were also significantly more navigable, and felt, generally, organic, as in, it felt like an awful lot of zombies were running at you. With Left 4 Dead 2, they come across less as a bunch of zombies and more like a stream. I don't even really think about killing them half the time. I just move forward and use guns to paddle.
If you like the game, you like the game, but it is pretty damn broken. The writing's worse, the levels are a mixed bag, and Valve also insisted on trying to make memes happen (did the same deal with Portal 2) where they'd always occurred somewhat naturally before, by making L4D2 a lot more cartoonish than its predecessor. Chicago Ted > Keith.
Most of the people I play with always have the magnum as the back up. Also you dont level this as a criticism against 1 yet that game actually encouraged hunkering down. In 2 you have gauntlet events and well as two special infected specifically designed to punish camping. Also weapons ammo is rarely a problem unless things go horribly wrong (which is tense when it does happen) and you always have infinite ammo pistol backups. Also FPS are entirely about movement? Maybe if I was playing a twitch, team based shooter, which L4D isnt. In addition, many crescendos occur in the middle of levels. They are predictable in the way collecting keys in Doom or capturing points in TF2 are predictable. They are part of the game design.
The entire game is built around encouraging players to move forward to get to the safe house and progress. Being able to set up 'arenas' and trigger events was part of the strategy that made the game fun--hunkering down rarely lasted long, and the only ones that come to mind are both in the Airport.
I think the spitter is actually the best thing to come out of Left 4 Dead 2. All the infected discourage camping simply because they track you down--the smoker's still the best at this.
The crescendos are a bad part of the game's design. They're just endless streams of "oh god, not this again." That pseudorandom element that made the original game genuinely interesting is gone when you get bits like this that are absolutely predictable.
Eh, we're getting off topic, and I'm not going to convince you. Kinda bummed that everyone had to leap onto my criticism of Valve's games and not, y'know, the overall point. I spent a lot more time talking about how their customer service sucks as a result of their structure. I still think that their organizational structure is the reason Greenlight exists. At the very least, they're applying their philosophy to EVERYONE with Greenlight ("hey! Be a part of Valve and approve what shows up on Steam!") but, again, that doesn't work with large groups.