Left 4 Dead 2 (Video Game ) - IMDb
Left 4 Dead is a series of cooperative first-person shooter, survival horror video games The Passing is the first DLC crossover campaign of Left 4 Dead 2, which includes a that led them to meet the second group, Coach, Ellis, Rochelle, and Nick. .. The Charger is also unique among the Special Infected in that, due to its. Don't warn me again for Left 4 Dead 2. View Page. Cancel. Your preferences are configured to warn you when images may be sensitive. The survivor models have since been re-added to the L4D2 Workshop as part of . in Left 4 Dead 2, recordings of his crazed laughter were given to the Jockey.
It was announced in a blog post on February 16, Cold Stream was released on March 22, in beta form on Steam, and it was officially released in its final form on Steam on July 24, It was created by map making community member Matthew Lourdelet and features various wall graffiti featuring the author's friends.
Spin-offs and crossover[ edit ] The Mercenaries: The content includes the main cast from Left 4 Dead 2 being playable characters with their own loadouts alongside the Witch and the Tank replacing the Bloodshot and the Napad as enemies. Left 4 Dead is a downloadable indie game where the game is played as if it were released for NES. Seizonshatachi Left 4 Dead: Survivors is a game released at December 10, in Japanese arcades.
The Sacrifice Tied to the release of "The Sacrifice" downloadable content, a four-part web comic drawn by Michael Avon Oeming 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. 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 Team Fortress 2.
Several songs have been produced for the game and tie-in promotions. They are to be followed by two more plush toys yet to be released. They were also created by Alexandria Neonakis. Within the United States, the Civil Emergency and Defense Agency CEDA orders the creation of safe zones with the aid of the 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. Characters[ edit ] The first game follows four survivors as they travel from Pennsylvania to Florida. The game's four Survivors are: The most optimistic of the four. The second game follows another group as they travel from Savannah, Georgia to New Orleans, Louisianaand features four new Survivors: Optimistic, a little naive, and a " good ol' boy " who finds the zombie apocalypse fun and exciting.
Gameplay[ edit ] The Left 4 Dead games are first-person shooters incorporating survival horror 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: Players also have three additional inventory slots. The third slot gives the player a thrown weapon, including a Molotov cocktaila pipe bomb 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 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 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.
Left 4 Dead 2 - Meet Karma Charger
In Left 4 Dead 2, limited-use weapons such as the chainsaw or the machine gun 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.
A health bar 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 HUDregardless 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, and a new temporary health bar appears, representing a bleed out 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 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.
In the main campaign mode, each campaign is divided into two to five sections. For all but the last section, 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 final section, the campaign comes to a 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. Additional game modes are also available. A 4-on-4 competitive mode is available, where in alternating matches, one side controls the Survivor characters while the other controls unique Infected creatures.
When playing as the Survivors, the goal remains the same as the normal campaign mode.
Your Most Hated Special Infected :: Left 4 Dead 2 General Discussions
The 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 creature.
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. In Left 4 Dead 2 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 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. Both games support user-generated content through new maps and campaigns using tools provided by Valve; Left 4 Dead 2 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. AI Director[ edit ] The Left 4 Dead series uses a collection of artificial intelligence 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 Counter-Strike and Team Fortress 2 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. Valve themselves had used this idea in some key battles in Half-Life 2: Episode Two where the spawning of Combine forces would be based on the player's location.
The procedural generation considers each traversable area on the map, using pathfinding algorithms that Valve had incorporated into Counter-strike 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 map the players have passed through. 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. Tank, Witch, or "No event".
These events are not modified 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.
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. The Director also creates mood and tension with emotional cues, such as visual effects, audio cues for specific types of infected, and character communication.
The process is client-side and done by a multi-track system. The Sky was dark, as it should be in night, but Valve decided to add a non-sense blue skybox along with blue fog all over the place. The building from which the player emerges - as they enter the rooftop area - was much thinner.
The buildings in the background were all sprites in a 3D skybox, whereas in the final, the buildings are mostly brushes and models. An early screenshot of it found in the game's files shows at one time, players were supposed to be able to see the streets surrounding Mercy Hospital.
This was likely removed for optimization reasons retail feel. It also shows that there were many buildings with lights on, which fits with other screenshots of No Mercy.
In some of the pictures, it seems that there was a stadium in the background, which means that there was most likely a sports event going on at the time of the outbreak. Edit Judging by the cut lines, the bridge in the Turnpike exploded seconds before the Survivors could have used it to go through.
Some of the lines that Zoey and Francis say when talking with the Church Guy were originally meant for an argument between them and the pilot from the Runway Finale. In the sound files were the lines they said to the Church Guy, while their file names suggested that it happened in Dead Air.
Some of the Runway Finale pilot's cut lines seem to respond directly to these. The five chapters of Death Toll were different: The Main Street; 5.
Edit Originally, the finale took place near a houseboat that was docked at the edge of a river. It is unknown why the houseboat was removed, but based on the screenshot, it seems that the houseboat would be too easy to defend. The image shows that there originally was no burning city in the background; instead, a clear, dark sky can be seen. Edit Based on an early Runway image in the game's files, it is evident that Dead Air was originally intended to have a light blue "moonlight" visual tint.
It seems that the idea of Dead Air taking place in a ruined city was not a part of the campaign from the beginning.