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Left 4 Dead (franchise)

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1255:- a female Infected with glowing eyes and long clawed fingers. Witches are unique in that they are passive, preferring to be left alone to cry. However, if a Survivor "startles" her, either with their flashlight, by invading her space, or by damaging her, she will charge that Survivor and automatically incapacitate them. Once incapacitated, the Witch will viciously attack the downed Survivor until either they are killed or she is, or if she changes targets by being set on fire. If she kills the Survivor who initially disturbed her, then she will run away. On higher difficulty levels, a Witch can automatically kill a Survivor. She is particularly durable, and can run faster than Survivors, making it difficult to slay her before someone takes damage. She is the strongest and fastest Infected on foot. However, she has the second most hit points, behind the Tank. She can be stunned by explosives and frag rounds. 1114: 1100:
map the players have passed through. The placement also considered the "Escape Route", the shortest path through the map, and will increase encounters along this route to increase the difficulty. Spawning rules are different for each of the infected; hordes are more often spawned behind players to take them by surprise, while special infected like the Hunter and Smoker will spawn ahead of the players, giving their individual AI the opportunity to lay in wait for the players. Procedural generation is also used to place weapons and other items throughout the level. Weapons and equipment can be programmed by the map designer to be generated by the Director at fixed points, allowing for some predictability for the players, and to give some creative control to the design for story-telling and visual effects.
1238:- an Infected with a large mutated arm that attacks by charging Survivors at high speed. The charge attack is capable of knocking down and effectively stunning every Survivor at once, and the Survivor at the forefront of the attack is carried as far as the Charger runs or until the Charger hits a wall, at which point the Charger begins to pummel the Survivor. Survivors being pummeled are completely helpless and will be killed unless the Charger is killed. The Charger is also unique among the Special Infected in that, due to his hulking size, cannot be shoved; only frag rounds and explosives can stumble a Charger. 1128:. The top bar shows the original population of common (white icons), special (colored icons) and boss (large icons) procedurally generated by the AI Director prior to starting the level. The second bar is the monitored "Survivor Intensity", with the red "Relax" sections occurring immediately after the Intensity reaches a threshold limit. The third bar is the actual population generated while playing the level; certain common hordes have been removed due to the Intensity being high and in a "relaxed" state, while other hordes and uncommons have been added when the Intensity is very low near the end of the level. 1104:
takes damage, becomes incapacitated, or another character dies nearby, among other effects, and slowly decays in time. The Director will alter its previously developed schedule for spawning of infected to build up Survivor Intensity to a certain threshold; when this occurs, the game sustains this peak for a few seconds, then enters a period where it relaxes and reduces the spawning of infected, allowing the players to finish their current encounter and allow their Survivor Intensities to fall away from the threshold. The Director then repeats this cycle until the players have reached the end of the level.
1137:, the Director has the ability to alter placement of walls, level layout, lighting, and weather conditions, and reward players for taking more difficult routes with more useful weapons and items. A dedicated Director routine dynamically controls music and other ambient sound effects, monitoring what a player has experienced to create an appropriate sound mix. The process is client-side and done by a multi-track system. Each player hears their own mix, which is being generated as they play through the game, and dead players watching a teammate hear their teammates' mix. 1011:, regardless of walls that separate the characters, and colored based on their health state. A character's health suffers from attacks from any Infected, environmental effects such as fires, and from friendly-fire incidents. When a character's health falls below a certain level, the character will not be able to move as fast until they can restore their health. If the player's health drops to zero, they become incapacitated, whereby they fall to the floor and need to be helped up by a teammate, and a new temporary health bar appears, representing a 1024:
Infected side tries to prevent the Survivors from making their way to the safehouse; should they be killed by the survivors, they will respawn later as a new type of Infected. Scoring is based on how far the Survivors get and other factors, with the team with the most points at the end of a campaign considered the winner. Other modes are based on single-situation standoffs where the Survivors have to hold out as long as possible, or where two teams compete to fill a generator with as many gas cans as possible.
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deployment kit providing unique ammo such as explosive bullets. The fifth inventory slot is used for pain pills, giving the player a temporary health boost, or an adrenaline shot, temporarily increasing the player's movement, interaction, healing, and teammate revival speed. Some environmental objects like propane tanks or gasoline cans can be carried and thrown at hordes, upon which they can be fired upon as a makeshift explosive, but cannot be stored in the player's inventory. In
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military, and evacuates as many people as possible to these areas, aiming to transfer them to islands and ocean-going ships, as the infected are unable to cross bodies of water. A number of people are discovered to be immune to the infection, though they can carry and unintentionally spread it to others. In both games, four of these "Carriers" or otherwise just immune humans, meet and become the game's "Survivor" characters, making their way to safe houses and extraction points.
3013: 2884: 27: 2000:: We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in 1261:- an enormous Infected with superhuman strength. The Tank can punch Survivors and smash them to the floor, or can throw debris and rocks, or punch cars, dumpsters, and other large objects at them (the latter resulting in instant incapacitation). Kiting is a valid tactic, but Survivors must do so for an extended period of time: a Tank on Normal difficulty has ten times the health of all the Survivors 1265:. In Versus, players may not control the Witch, and may only play as a Tank if the AI Director has already chosen to spawn one. He is the second strongest infected and has the highest number of hit points by far over all of the other infected. Due to his gargantuan size, the Tank can only be stumbled by exploding Boomers, oxygen canisters or propane tanks. 1016:
with the assistance of any other character. However, if a character becomes incapacitated three times in a row without using a first-aid kit, they will immediately die the third time. Similarly, if a character falls over an edge, they will hang precariously for a limited time, falling to their death if they are not assisted in time.
1244:- a small Infected with a hunchback that can "ride" a Survivor, hence the name. A Jockey can control a Survivor's movement while riding them, steering the Survivor into danger. A Survivor suffers damage as long as a Jockey rides them and is completely helpless unless they are incapacitated or the Jockey is shoved or killed. 1108:
by the dynamic pacing of the game; Valve discovered when these were controlled by the pacing, players would often be at too high of an intensity to allow these encounters to occur. Keeping the events on a separate track allows the pacing to be unpredictable, further enhancing the replayability goal of the Director.
1190:, are the "Uncommon Infected". Uncommon infected are unique to certain campaigns and have a special ability that can hamper the players' progress. For example, the Uncommon Infected in "Hard Rain" are infected road workers that are still wearing protective ear pieces, making them immune to the sound of pipe bombs. 1032:
also features "mutations", game modes based on either the campaign or competitive modes where specific rules may be in place. For example, one mutation may give all the Survivor characters chainsaws from the start, while another may make every unique infected appear as a specific type, such as the Tank.
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The Infected characters within the game are divided into four categories. The most abundant are the "Common" Infected, the least deformed of the infected creatures. Alone, these infected are weak, but in large numbers, they pose a significant threat to the Survivors. Often, the Director will engineer
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two additional modes have been introduced. In "Realism" mode, several of the video game aspects are removed from the game, such as the identification of the location of teammates via their silhouette, the respawning of dead characters later in rescue closets, and more severe damage models. The sequel
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elements. A player controls one of the four Survivor characters, and has the ability to move, jump, and use weapons in their possession. Players are limited to two weapons: a main firearm with limited ammunition taken from ammo caches, and either one (or two pistols) sidearm with unlimited ammunition
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was released a year later in November 2009. Valve attributed the short turnaround between the titles as a result of having many ideas to expand on the first game, but more than could be reasonably done through software patching or downloadable content. The fast turnaround of the sequel was initially
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Director", designed to give the players a more dramatic experience based on their performance, penalizing players for stalling while rewarding players with special weapons by taking longer or riskier paths. The Director also makes gameplay dynamic, meaning that no two playthroughs are quite the same.
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The AI director—I don't want to say it fell out of Half-Life 2, but it was definitely a jumping-off point of stuff we did in Half-Life 2, particularly Episode 2. There are a couple of key battles where the number of Combine, and where they come at you from, uses something like that. It's much cruder
1220:- an Infected with a long tongue that he uses to ensnare and strangle Survivors, rendering them helpless until the tongue is hit or the Smoker is killed or stunned with explosives or shoving. When killed, he leaves a cloud of smoke that temporarily obscures the Survivors' vision and makes them cough. 1107:
The boss infected encounters are generated through different means, creating a sequence based on cycling without repetition between three situations: Tank, Witch, or "No event". Boss events are then generated based on the number of areas the players have passed through. These events are not modified
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where the spawning of Combine forces would be based on the player's location. They recognized that such systems do not promote replayability or cooperation: players could easily memorize where events would occur, and those that had yet to experience the events would slow other players down. With the
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games take place in the days following a pandemic outbreak of an infection that transforms humans into feral, zombie-like creatures, seeking to kill those yet to be infected. Within the United States, the Civil Emergency and Defense Agency (CEDA) orders the creation of safe zones with the aid of the
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was released to describe the events of the first set of survivors, Bill, Louis, Zoey, and Francis, that led them to meet the second group, Coach, Ellis, Rochelle, and Nick. Each of the parts provides a backstory for each of the first survivor characters at the onset of the pandemic, and also follows
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weapons, firearms, and thrown objects to fend off attacks from the bulk of the infected creatures, while using an assortment of healing items to keep their group alive. Certain unique infected creatures pose a more difficult challenge, typically requiring teamwork to take down effectively. The games
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The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature
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computer-controlled characters, and the "flow" of the map—the general direction from the start of the level to the safe house. As players progress through the map, the Director will spawn infected in areas near the players and out of sight, while removing infected from earlier portions of the
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Additional game modes are also available. A 4-on-4 competitive mode named Versus is available, where in alternating matches, one side controls the Survivor characters while the other controls Special Infected. When playing as the Survivors, the goal remains the same as the normal campaign mode. The
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In the main campaign mode, each campaign is divided into two to five chapters. For all but the last chapter, the goal of the players is to reach the safehouse at the end of the level, where fresh supplies of weapons, ammo, and health items are typically found. In the finale, the campaign comes to a
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period. Should this bar drop to zero, the character dies, and can only be restored either through a defibrillator, appearing later in a level in a "rescue closet" from which they must be freed, or when the remaining players reach the safe house. Otherwise, an incapacitated character can be revived
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that can be used to lure a horde towards it before it explodes, or a bile jar that can be used to lure a horde to a specific area. The fourth slot provides for either a health kit which they can use on themselves or the other survivors, a defibrillator to revive a dead Survivor, or a special ammo
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Overriding the procedural generation is the aim to create "active dynamic pacing" of the game by continuous monitoring of players, and altering the predetermined pacing to react to this. Each player character is tracked by a metric called the Survivor Intensity, which increases as the character
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The AI Director has several facets that combine to form "structured unpredictability" for each playthrough. The Director first procedurally generates a dramatic flow for the level, which identifies the size and location of hordes of common infected and uncommon infected throughout the level. The
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was released on March 22, 2011, in beta form on Steam, and it was officially released in its final form on Steam on July 24, 2012. Cold Stream was released on the Xbox Marketplace August 3, 2012 for 560MSP. It was created by map making community member Matthew Lourdelet and features various wall
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criticized by many players of the first game, leading to a temporary effort to boycott the second game. Valve helped to placate matters, demonstrating that it was still developing content for the first game, including a crossover campaign, "The Passing", between the characters of both games.
1232:- an Infected that spews a large amount of acidic "spit" at the Survivors. Survivors standing in the "goo" suffer quickly-increasing damage until they move out of the puddle. The Spitter herself is quite weak and upon her death, she leaves a small puddle of acid that also damages Survivors. 1193:
The third type of Infected are the "Special Infected". Each of these creatures appear less frequently during a campaign, and are designed to keep the players working together as a team. A Survivor that is attacked by these Special Infected is rendered completely incapable of taking action,
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directly up on the final campaign from the first game, "Blood Harvest", where the survivors, identified as carriers, are taken to a secure military facility. The use of the comic medium to expand the game's story outside of the game's bounds has been used by Valve before in promoting
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routines, collectively the "AI Director", to monitor and alter the gameplay experience in response to the players. Valve's primary goal with the AI Director was to promote replayability of the games' campaigns, as their previous multiplayer games with this feature, such as
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climax and requires the players to either make a stand against waves of Infected as they wait for a rescue vehicle, fill up an escape vehicle's gas tank while fending off the horde, or race through a gauntlet of Infected to make their way to the rescue point.
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Valve has not yet made any direct statement related to future games in the series, though Chet Faliszek said in 2012 that like Valve's other games, a sequel had not been ruled out. Rumors from 2013 through 2016 led players to believe that Valve was developing
1226:- a slow-moving bloated Infected that vomits bile onto Survivors; though not harmful itself, the bile attracts Common Infected to the character and obscures their vision for a time. When killed, a Boomer explodes, covering any nearby Survivors in more bile. 1169:
level. Certain in-game actions, such as hearing a threatening noise or passing an opening doorway, would cause the skin conductance to rise. Valve postulates that such information fed into the Director could create a much more effective player experience.
1072:, Valve identified that many games use static events that always occur at fixed points in a level, or limited dynamic events where one of several events could occur at fixed points. Valve themselves had used this idea in some key battles in 1183:. As such, many individual levels feature a unique, noisy event, such as the raising of a rusty elevator, where a very large horde will be attracted, with the players given forewarning so that they can prepare for the onslaught. 1179:
a "horde", where a large number of Common Infected charge the players. Hordes can also be created by setting off in-game "crescendo events" that usually involve some loud noise created by the players, or by activating a
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which are inserted into the game's soundtrack when the AI Director places one, allowing Survivor players some forewarning. They serve as playable characters for the Infected in the games' Versus and Scavenge modes.
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band called the Midnight Riders was introduced. Several songs have been produced for the game and tie-in promotions. Two of them, "Midnight Ride" and "One Bad Man", have appeared as downloadable content for the
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is used to track each character's health; players are aware of the state of each other's health and special items, and each character is shown to other players through an outlined silhouette on the game's
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The games encourage cooperative play between up to four players, each taking the role of one of the survivor characters and the computer controlling any unassigned characters. Players use a combination of
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project that was developed around 2013, describing it as an open-world game set in Morocco where the player fights hundreds of zombies. The project was shelved due to the slow development of the
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series' infected; first with the Boomer, and later with the Hunter and the Tank. They are to be followed by two more plush toys yet to be released. They were also created by Alexandria Neonakis.
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have shown thriving communities of players that continue to play the games despite the limited number of maps available due to the unpredictable nature of online play. In considering this for
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also provides support for custom mutations. Valve has further supported the user community by highlighting popular third-party maps, and including select ones in software patches for the game.
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released the "Left Behind" DLC for PC, which unlocked Bill as a playable character. It also unlocked Zoey, Ellis, Francis and Rochelle costumes for Meg, Dwight, Jake and Claudette respectively.
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had been in development at some point at Valve, it had been subsequently cancelled a few years earlier. Assets that McVicker had obtained showed a level comparable to assets used in
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has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of
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The Director also creates mood and tension with emotional cues, such as visual effects, audio cues for specific types of infected, and character communication. Within
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and is able to leap large distances and pounce on a single Survivor, who will take damage until either they are killed or the Hunter is either killed or shoved off.
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can also be carried in a similar manner. The player can use whatever object they are holding to temporarily push back any Infected surrounding them.
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in the cooperative gameplay experience, transforming it from simple memorization to a skills challenge. Valve has further termed this approach "
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The Japanese arcade version of the second game follows the same route and story, but features four Survivors exclusive to the Arcade edition:
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is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to
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in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.
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or a melee weapon. Players also have three additional inventory slots. The third slot gives the player a thrown weapon, including a
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being playable characters with their own loadouts alongside the Witch and the Tank replacing the Bloodshot and the Napad as enemies.
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procedural generation considers each traversable area on the map, using pathfinding algorithms that Valve had incorporated into
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be rescued by other Survivors as they cannot help themselves. Special Infected have very specific vocalizations, as well as
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concept of the AI Director, Valve believed it could capture the same chaos and randomness that would occur in
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Valve sees the AI Director as a tool to be used for other games. A software patch for the cooperative game
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Finally, there are two special "boss" Infected characters that the AI Director includes at rare moments:
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Both games support user-generated content through new maps and campaigns using tools provided by Valve;
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A sample series of encounters (with progress from left to right) during a level playthrough of
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Tied to the release of "The Sacrifice" downloadable content, a four-part web comic drawn by
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is a downloadable indie game where the game is played as if it were released for NES.
234: 171: 1586: 2863: 2833: 2670: 2655: 2594: 2403: 2227: 1423: 1162: 1161:, Valve demonstrated a simple test where a player, fitted with a device to measure 1008: 979: 945: 836:: a frazzled IT analyst. The most optimistic of the four. Voiced by Earl Alexander. 629: 134: 2798: 2660: 2504: 2430: 2284: 2273: 1884: 1771: 1064: 996: 974: 910: 876: 769: 751: 655: 519: 230: 147: 2788: 2763: 2545: 2538: 2335: 2155: 1473:"Valve Talks Team Fortress 2 Comic Book Plans, Movie and TV Show Possibilities" 1297: 1058: 1012: 925: 906: 1708:"Left 4 Dead 3: Valve employee may have leaked news of the game's development" 1472: 614:
On August 20, 2015, a free update was released for the PC version of the game
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than what we accomplished with Left 4 Dead, but there was some of that there
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added a game mode, Onslaught, that used a version of the AI Director from
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was released in November 2008. The game's development was started by
2108:"Telltale's The Walking Dead started life as a Left 4 Dead spin-off" 588:, but features a different cast of survivors unique to this edition. 26: 2650: 2302: 2030: 1966: 1308: 761: 607: 238: 2813: 2808: 2665: 2630: 2352: 1522:"Send Your Season's Greetings with Valve's Kickass Holiday Cards" 1157:
from the players directly as input for the Director. At the 2011
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In June 2011, it was confirmed that Valve had signed a deal with
2080:"Turtle Rock returns to its Left 4 Dead roots with Back 4 Blood" 2635: 2490: 1727:"Alleged Left 4 Dead 3 leak is 29 exceedingly dull screenshots" 1211: 701:
and other Valve series. There are two figures produced so far,
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to dynamically generate enemies for the players to fight.
1499:"Left 4 Dead 2's 'The Passing' rolls into town next week" 1446:"Left 4 Dead: The Sacrifice comic launches with part one" 2147: 1364:"Steam :: PAYDAY 2 :: A Walk Down Memory Lane" 584:. The game features the same scenarios and locations as 485:. It was announced in a blog post on February 16, 2011. 465:
and was released on October 5, 2010. Taking place after
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released on December 10, 2014, for Japanese arcades by
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which imported the eight survivor characters from the
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outbreak of a viral strain transforming people into
1995:(PC). Level/area: No Mercy (developer commentary). 1789: 1336:"There's a new Left 4 Dead... for Japanese arcades" 51:. Unsourced material may be challenged and removed. 1910: 895:: a pessimistic gambler and con artist. Voiced by 2026:"Aliens Swarm adds AI Director, gets even harder" 875:: a portly high school football coach. Voiced by 662: 3029: 1419:"Left 4 Dead Comic Tells Story Between Missions" 531:and game developer Valve had teamed up to allow 473:, as both campaigns are connected to each other. 569: 1579:"Valve Selling $ 49.99 Left 4 Dead 2 Plushies" 563: 2915: 2163: 1550: 1470: 991:, limited-use weapons such as the chainsaw, 944:: a Japanese-American tour guide. Voiced by 808:follows four survivors as they travel from 697:, to produce action figures, which includes 599:appeared as DLC for the cooperative-shooter 2099: 1927: 1210:- a nimble and agile Infected that wears a 715:s Smoker (which was released in November). 708:s Boomer (which was released in June), and 506: 2922: 2908: 2170: 2156: 1284:, Included some developers that worked on 885:: an overly talkative mechanic. Voiced by 861:follows another group as they travel from 539:. The content includes the main cast from 2077: 1955: 1633: 1551:Ransom-Wiley, James (December 19, 2010). 1464: 1333: 111:Learn how and when to remove this message 3058:Video game franchises introduced in 2008 1496: 1416: 1186:A second type of infected introduced in 490:graffiti featuring the author's friends. 469:and is considered to be the prologue to 2051: 1743: 1576: 1194:encapsulating their intent: the victim 445:is the first DLC crossover campaign of 418: 3030: 2023: 1936:"Left 4 Dead 2: Exclusive RPS Preview" 1933: 1923:(Video presentation). Left 4 Dead 411. 1877: 1173: 728:, with a target release date in 2017. 627:In March 2017, asymmetric horror game 2903: 2151: 2105: 1987: 1822: 1769: 1634:Yin-Poole, Wesley (October 1, 2012). 1607: 1519: 905:: a low-level TV reporter. Voiced by 308: 286: 3038:Asymmetrical multiplayer video games 2078:Yin-Poole, Wesley (March 14, 2019). 1610:"SDCC 2011 NECA Previews Valve Toys" 1417:Mastrapa, Gus (September 15, 2010). 1334:Yin-Poole, Wesley (April 30, 2014). 517:makes a return on the PC version of 49:adding citations to reliable sources 20: 1963:"E3 09 Live Game Demos at GameSpot" 1471:O'Conner, Alice (August 14, 2009). 869:, and features four new Survivors: 748:In July 2020, multimedia storybook 718: 13: 1878:Newell, Gabe (November 21, 2008). 1153:Valve has investigated the use of 14: 3069: 2132: 2052:Scimeca, Dennis (March 4, 2011). 1744:Lapunov, Dmitry (July 13, 2020). 1520:Pigna, Kris (November 14, 2009). 816:. The game's four Survivors are: 731:In April 2019, Tyler McVicker of 498:is a community-made scenario for 3012: 3011: 2883: 2882: 1724: 1113: 742:Counter-Strike: Global Offensive 457:is a three-chapter DLC for both 25: 2929: 2071: 2045: 2024:Senior, Tom (August 24, 2010). 2017: 1981: 1871: 1845: 1825:"The AI Systems of Left 4 Dead" 1763: 1737: 1718: 1700: 1682: 1664: 1646: 1627: 1601: 1577:Quillen, Dustin (May 3, 2010). 1570: 1544: 1497:Fletcher, JC (April 16, 2010). 782:, released on 12 October 2021. 778:, their spiritual successor to 36:needs additional citations for 2106:Wales, Matt (April 25, 2022). 1513: 1490: 1438: 1410: 1390: 1370: 1356: 1327: 1304:spin-off early in development. 1042: 663:Merchandise and other products 262: 1: 1934:Walker, John (June 1, 2009). 1880:"Gabe Newell Writes for Edge" 1855:. eurogamer.net. July 3, 2009 1320: 798: 3048:Valve Corporation franchises 1770:Young, Rory (July 9, 2020). 1608:Moore, Joe (July 21, 2011). 1051:series uses a collection of 772:2020, Turtle Rock announced 60:"Left 4 Dead" franchise 7: 1312:, A game often compared to 1269: 960: 570: 226:is a series of cooperative 10: 3074: 2980:Left 4 Dead: The Sacrifice 1159:Game Developers Conference 785: 644:Left 4 Dead: The Sacrifice 641: 237:. Set in the days after a 3007: 2989: 2964: 2939: 2877: 2846: 2756: 2695: 2688: 2623: 2587: 2580: 2514: 2478: 2449: 2413: 2333: 2283: 2194: 2185: 2177: 1853:"Left 4 Dead 2 Interview" 637: 564: 514:The Mercenaries: No Mercy 378: 373: 368: 363: 358: 353: 348: 343: 332: 327: 272: 233:video games published by 205: 191: 181: 156: 133: 128: 2973:Pixel Force: Left 4 Dead 1920:EA E3 Presentation Video 1165:level, played through a 1075:Half-Life 2: Episode Two 549:Pixel Force: Left 4 Dead 507:Spin-offs and crossovers 3043:Left 4 Dead (franchise) 1823:Booth, Michael (2009). 1053:artificial intelligence 2676:World Opponent Network 867:New Orleans, Louisiana 558:Left 4 Dead: Survivors 3053:Video game franchises 2424:Team Fortress Classic 971:first-person shooters 523:. As an exclusive to 481:is the third DLC for 1941:Rock, Paper, Shotgun 1917:Gabe Newell (2008). 1892:on September 9, 2012 1696:. February 24, 2016. 1452:. September 14, 2010 1300:was planned to be a 1089:procedural narrative 735:reported that while 431:downloadable content 419:Downloadable content 254:are overseen by an " 228:first-person shooter 143:First-person shooter 45:improve this article 2859:Steam Trading Cards 1366:. October 30, 2018. 1282:Turtle Rock Studios 1174:Infected characters 826:veteran. Voiced by 750:The Final Hours of 650:Michael Avon Oeming 617:Zombie Army Trilogy 433:(DLC) campaign for 401:Turtle Rock Studios 269: 166:Turtle Rock Studios 1386:. August 20, 2015. 733:Valve News Network 565:Left 4 Dead: 生存者たち 267: 3025: 3024: 2897: 2896: 2842: 2841: 2684: 2683: 2576: 2575: 2324:Aperture Desk Job 2317:Aperture Hand Lab 1614:The Toyark - News 1296:— a game made by 1280:— a game made by 863:Savannah, Georgia 684:Rock Band Network 602:Payday: The Heist 389: 388: 219: 218: 215:November 17, 2009 201:November 17, 2008 123:Video game series 121: 120: 113: 95: 16:Video game series 3065: 3015: 3014: 2924: 2917: 2910: 2901: 2900: 2886: 2885: 2864:The Steam Awards 2834:Yanis Varoufakis 2693: 2692: 2671:Valve Anti-Cheat 2656:Source Filmmaker 2595:Steam Controller 2585: 2584: 2404:Counter-Strike 2 2397:Global Offensive 2192: 2191: 2172: 2165: 2158: 2149: 2148: 2144: 2143: 2141:Official website 2126: 2125: 2123: 2121: 2103: 2097: 2096: 2094: 2092: 2075: 2069: 2068: 2066: 2064: 2049: 2043: 2042: 2040: 2038: 2021: 2015: 2014: 1985: 1979: 1978: 1976: 1974: 1959: 1953: 1952: 1950: 1948: 1931: 1925: 1924: 1914: 1908: 1907: 1899: 1897: 1888:. 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Genre(s)
First-person shooter
Survival horror
Developer(s)
Turtle Rock Studios
Valve
Publisher(s)
Left 4 Dead
Left 4 Dead 2
first-person shooter
survival horror
Valve
pandemic
zombie
melee
AI
Left 4 Dead
Left 4 Dead 2
Left 4 Dead

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