Left 4 Dead Soundtrack
. WW: October 27, 2010Mode(s),Left 4 Dead is an, developed by and published. The game uses Valve's proprietary, and is available for,. Development on the game was completed on November 13, 2008, and two versions were released digitally: A downloadable digital version, released on November 17, 2008, and a digital retail disc version, with a release date determined by region. The digital retail disc version was released in North America and Australia on November 18, 2008; and in Europe on November 21, 2008.Set during the aftermath of a worldwide, the game pits its four protagonists—dubbed the 'Survivors'—against hordes of the infected. There are four game modes: a single-player mode in which allied characters are controlled by AI; a four-player, co-op campaign mode; an eight-player online versus mode; and a four-player. In all modes, an (AI), dubbed the ', controls level pacing and item placements, in an attempt to create a dynamic experience and increase.Left 4 Dead was well received by the industry media upon its release, with praise given for its replay value, focus on cooperative play, and -like experience.
Several criticisms were aimed at limited level selection and the lack of a narrative. The game has won several publication awards, as well as distinctions from the.
As was done with, Valve supplemented the game with free downloadable content. The first, called the 'Survival Pack', was released on April 21, 2009. The second piece of DLC was charged for on Xbox Live and came in the form of a new Campaign entitled 'Crash Course,' released for both the PC and Xbox 360 on September 29, 2009.
Left 4 Dead is a co-operative, survival horror, first-person shooter game by Valve Corporation and is available for PC and Xbox 360. Left 4 Dead puts four human playable or AI controlled survivors of an apocalyptic pandemic against hordes of aggressive 'Infected' zombies in a cinematic backdrop in which the players 'star' as each character in a. Use Left 4 Dead Soundtrack- 'Tank' and thousands of other assets to build an immersive game or experience. Select from a wide range of models, decals,.
Left 4 Dead was released for the Mac on October 28, 2010.The popularity of the game led to the development of a sequel, which was released on November 17, 2009. A new map for both Left 4 Dead and Left 4 Dead 2, called 'The Sacrifice', was released on October 5, 2010.
In July 2012, all Left 4 Dead campaigns were ported over to Left 4 Dead 2, with cross-platform multiplayer support between Windows and Mac versions of the game. Contents.Plot suffers an outbreak of the 'Green Flu', a highly contagious pathogen that causes extreme aggression, mutation to the body cells, and loss of higher brain functions (essentially those who catch the flu). Two weeks after the first infection four immune survivors—William 'Bill' Overbeck (voiced by ), a and veteran; Zoey (voiced by ), a college student; Louis (voiced by Earl Alexander), a district, and Francis (voiced by Vince Valenzuela), an —make their way through the city of Fairfield, only to discover that the infection is creating in some of its hosts. After narrowly avoiding these new infected, along with hordes of others (as seen in the introduction video), the survivors are alerted to the presence of an evacuation point at the nearby Mercy Hospital roof by a passing. Fighting their way through the city's streets, subway and sewers, they are rescued from the hospital's roof by the pilot, only to discover he is infected.With Zoey forced to kill him, the helicopter crash lands in an industrial district outside the city. Finding an armored delivery truck, the group uses it to make their way to the town of Riverside. However, they find the road blocked, and travel the rest of the way on foot.
After an encounter with a hostile maniac in the local church, they discover that the town is overrun, and decide to head to a nearby boathouse for rescue. Contacting a small fishing vessel, they manage to reach the city of Newburg on the other side of the river, only to find much of it in flames. Seeking cover in a large, their rest is interrupted when a military passes overhead, leading the survivors to travel through the city's business district towards Metro International Airport. Upon arrival, the group see that in an attempt to contain the infection, the had bombed the airport.
The runway, however, is largely intact, allowing the survivors to fuel up and escape in a waiting C-130. An airplane is seen trying to land, only to crash and explode, giving insight into how the outbreak affected air traffic.Despite this apparent rescue, it crashes as well, and the survivors once again find themselves alone on the outskirts of. Following a series of train tracks through the area, the group find themselves at a functioning, but abandoned, military outpost. After answering a radio transmission, the survivors make their final stand against hordes of infected, before a military arrives to (supposedly) transport them to Northeast Safe Zone Echo, implied to be one of the few (if not the only) safe zones still standing.
Instead, they are taken to a military installation and informed that even though they are immune, they still. They are temporarily held by the military before the base is overrun with infected. The four escape via train and travel south at Bill's insistence; Bill believes that they can find long-term safety from the infected on the islands of the.At the portside town of Rayford, they find a boat but must raise an old rusty bridge powered by an aging generator to get the boat into open waters, assured that the machinery noise will alert a large horde. However, the generator gives out.
Bill sacrifices himself in order to restart it, so that the others may reach safety. After waiting for the horde to disperse, the three then encounter. They move the boat to the other side of the bridge and help them re-lower the bridge so they can cross in their car. Afterwards, Louis, Zoey, and Francis head back to the boat and set course to the Keys.Gameplay. In Left 4 Dead, the four survivors must fight off infected humans while trying to escape/make their way to a safe house/a rescue vehicle.Left 4 Dead is a in which the player takes control of one of four survivors; if human players are not available, then the remaining survivors are AI-controlled. They play through the levels fighting off the infected—living humans who have been infected with a -like virus that causes. The virus does not affect them but they can transmit it to others as carriers.The game focuses on cooperation and teamwork and thus eschews some 'realism' conventions usual in most FPS games of the wider genre.
Colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another survivor. If a survivor's is depleted, then they become incapacitated and can only be revived by another survivor, at which point they continue playing with a low amount of health that decreases over time. If a survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted black-and-white vision, and the next incapacitation will kill the character. If a survivor takes enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated character will die. During 'Campaign' mode, if a survivor is killed, then they will in a closet or other enclosed space after a period of time (except during key points in the scenario), but must be freed by another survivor to rejoin the team. Otherwise, the player must wait until the next level.
The AI is incapable of accessing the 'respawn closets', so if all human player survivors are killed or incapacitated, players will have to restart from the last checkpoint. Survivors can share and pain pills and help each other heal. Left 4 Dead has (which causes no damage on the easy difficulty mode), increasing the need for caution around other survivors.The survivors communicate by voice commands that are accessed by quick menus, and some may sound off automatically when performing actions such as reloading or spotting infected. Over 1,000 unique lines have been recorded for each survivor. Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving.
Due to control issues and the likelihood of players using a headset, the Xbox 360 version of Left 4 Dead omits the quick phrases feature.The game is experienced through six campaigns that take place in various urban and rural locales. Multiple visual in-game hints—including license plates, park signs, markings on airport equipment, and lines of dialogue spoken by the survivors—suggest that these locations are in, and similarly a memorial wall giving names of those who have died in the infection (actually names of the game's development team) along with their dates of birth and death suggests that the game takes place in October 2009. Each campaign is divided into six chapters (except Crash Course, which has two chapters, and The Sacrifice, which has three) marked by safe rooms, which are checkpoints where players can heal, re-arm and revive characters who were killed. Specifically, the four campaigns are: 'No Mercy', an urban setting culminating in a hospital skyscraper; 'Death Toll', a small-town and countryside setting; 'Dead Air', an airport setting; and 'Blood Harvest', a woodland and farm setting. A two-level campaign, 'Crash Course', was released on September 29, and is set in the outskirts of a small industrial town. While The Sacrifice is a three-level campaign released on October 5 in 2010, with an industrial port-side setting in Georgia. The levels have distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity.
In the final chapter of each campaign, the players must defend a position from an onslaught of infected until rescue arrives. Each campaign typically lasts between 20 and 75 minutes depending on the difficulty level. Both platform versions of the game utilize an achievement system. Survivor characters. The final design of the survivors, shown on the poster for the 'No Mercy' campaign.
Left to right: Francis, Bill, Zoey, LouisThere are four protagonists of the game: Francis, an outlaw biker (voiced by Vince Valenzuela), Bill, a Vietnam Veteran (voiced by ), Zoey, a university student (voiced by ) and Louis, a district account manager (voiced by Earl Alexander). Early plans were for players to be randomly assigned to characters but in the final release, players can choose any character—provided that the character has not already been selected—or be randomly assigned an unselected character. Aside from appearances, all of the characters play exactly the same in-game.Weapons Survivors are armed with various. Each player starts the game with a semiautomatic pistol. It may be reloaded an unlimited number of times and is the only weapon that the survivor can use when they are incapacitated. When a second pistol is found, the player can them, also with unlimited ammo.
At the beginning of each campaign, the player can choose between a submachine gun and a pump-action shotgun. As the survivors progress through a campaign, more powerful weapons can be found: the fully automatic assault rifle (an upgrade to the submachine gun), a semi-automatic shotgun (an upgrade to the pump-action shotgun), and a scoped hunting rifle. A flashlight that can be toggled on and off is mounted on each firearm, with the exception of additional pistols. In addition to firearms, a player can also carry three other items in their inventory: improvised grenades (either a or a modified with an attached smoke alarm designed to attract the infected to it before it explodes); a, which can be used to heal any survivor and pain pills, which provide temporary health that depletes gradually and quicker with damage from infected, and can be handed to teammates for later use. Regardless of what weapon or item a player is using, a attack can be used to shove away any infected within reach. Also available are environmental weapons, such as gas cans, propane cylinders, and oxygen tanks, all of which explode when shot. These environmental weapons can be picked up, moved, and used as a melee weapon by the survivors, but while carrying an object they cannot use their weapons or health items.
Strategically placed turrets are also encountered at various locations throughout the different maps.Infected characters The infected (voiced by and voice actor ) are the survivors' foes in Left 4 Dead, and they appear to be partly inspired by the infected from several modern films, including,. An important distinction from the former is that while the infected do resemble traditional, they are, as cited in the game's manual, living humans infected with a -like, very much like the infected in the latter two films. While they are never seen eating human flesh or brains, multiple 'survivors' who have been killed by the infected appear throughout the game, and appear to have been partially eaten. In The Sacrifice comic, Zoey's mother is bitten in the face. She then begins to attack the rest of her family. One such victim can be heard saying 'I can't believe he bit me!'
Before being encountered later on, fully infected. In an interview with 1Up.com, Mike Booth commented on the concept of using a pathogen as an inspiration for the setting:“Even though we obviously pushed well beyond the realm of believability with many of our 'boss' infected, the core idea of a mind-destroying, civilization-collapsing pathogen is more horrifying to me than magically animated corpses, precisely because it is plausible. Rabies is a good example of a pathogen that can turn a loyal, friendly, protective family pet into a slavering attack machine. It is a virus that reprograms the behaviors of a complex animal – a mammal, in fact. What if something similar happened to humans? Left 4 Dead is one possible answer.”The common infected encountered during the game are fast and agile, weak individually, but may be overwhelming in numbers. They display a special attraction to high-pitched alarm-type sounds, such as the beeping device attached to pipe bombs and car alarms.
Common infected will often chase down the source of these noises while ignoring lower-pitched, but much louder sounds such as gunfire. They occasionally attack in masses referred to in-game as a 'horde'.In addition to the common infected, there are five 'special' or ' infected whose mutations grant them special attacks that make them far more dangerous. Each of the special infected, as well as approaching hordes, have a distinctive sound or a timely, making their presence easily recognizable by players. There are five special infected in Left 4 Dead. The Boomer is a bloated infected that can spit vision-impairing bile on the Survivors.
This bile attracts hordes of common infected to the biled character(s), and it explodes on death, spewing more bile in the immediate area. They emit burping and vomiting like sounds when close.
A 5-note double bass cue plays to signal Boomer. The Hunter is an agile foe that can jump and pounce on a survivor, and then tear at his victim until he is knocked off, kills his prey or is killed. A hunter emits animal like screeches or light roars when close by, and a snarling growl can be heard when in close proximity. The Hunter is signaled by a startling high pitched piano cue. The Smoker is a boil-covered creature with six long tongues that it uses to ensnare and drag a survivor back to himself.
It may then either attack the survivor directly, allow the horde to attack him, or leave the survivor suspended over a cliff or roof-edge. The Smoker only releases its victim if a teammate shoves the ensnared survivor, if the tongue is shot, the survivor is killed, or upon the Smoker's death, which results in an explosion that leaves a vision-obscuring cloud. Smokers have raspy voices and frequently wheeze and cough, presuming that they may have been an avid smoker before becoming an Infected. A 2-note low piano cue signals the Smoker. The Tank is a gigantic, muscular infected that has the ability to swipe at survivors, knocking them off their feet and incapacitating them; it can also throw rocks and knock cars and other debris into the survivors.
The Tank looks like its lower jaw is missing, but it's actually hidden in its neck muscle. The Tank is the most durable of all the special infected, and requires the full support of all of the survivors in order to be killed. The Tank is accompanied by a booming orchestral score to signal his appearance.
The Witch is a female infected with long claws that stays crying in one spot. Survivors can often avoid the Witch but if they disturb her with light, loud noises, gunfire, or remain too close to her for a period of time, she will become aggressive and charge at the one who 'startled' her. Along with crying, an eerie choir tune plays when she is near. The Witch has the strongest attack of the infected in the game; able to kill a survivor outright with one blow on the hardest difficulty. As such she is not playable by human players in Versus mode.In versus mode, four additional players can take control of the special infected—apart from the witch, who remains computer-controlled. Each infected player is randomly assigned a class of special infected when they enter a.
While in spawn mode, the infected can quickly roam around the map in search of an appropriate place in which to spawn. This location must be sufficiently distant from any survivor, out of the line of sight of any survivor, and outside restricted areas such as safe rooms.
Upon death, the infected player must wait up to 10–25 seconds before re-entering spawn mode, depending on how many players are on the infected team. When a tank is spawned in the game, infected players receive a message indicating which player will control it. The human-controlled infected can see their teammates' outlines through walls similar to the survivors, but can also see each survivor's outline, which is colored according to the survivor's health and fades out if the survivor refrains from attacking, running and vocalizing. Vertical pathways exclusive to the infected, such as pipes and vines, are marked with animated symbols for the infected players. These can be climbed and used for ambushes.A cut special infected called the 'Screamer' would be bound in a strait jacket and its presence made known by its maniacal cackling. If spotted, he would run away to find a safe hiding place; once it did, it would emit a loud scream to attract common infected. The directors soon found him to be stressful, especially if he was in a crowd, so they removed him from the game.
At one point he coexisted with the Boomer; the Boomer would simply explode when killed and damage nearby player characters, and the Screamer would attract the common infected. The strait jacket suggests that the Screamer might have been insane (and subsequently bound by some sort of mental institution) prior to being infected.AI Director. In Left 4 Dead, the AI Director computes each player's 'stress level' based on a variety of factors to better pace the game and provide a fair challenge.The of Left 4 Dead features a dynamic system for game dramatics, pacing and difficulty called the 'Director'. Instead of fixed for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new experience for each playthrough.
The Director also creates mood and tension with emotional cues, such as visual effects, dynamic music, and character communication.Valve has termed this dynamic set-up '. In addition to the AI Director, there is a second Director that controls music. It was created as a way to keep the music interesting throughout the game. The music Director monitors what a player has experienced to create an appropriate mix. The process is client-side and done by a multi-track system.
Left 4 Dead Full Soundtrack
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.A far simpler version of the A.I. Director was previously used for some key battles in.Valve is looking for ways to apply the Director in their future games to make pacing and difficulty more dynamic. Game modes Left 4 Dead contains four game modes: campaign, versus, survival, and single-player. The cooperative campaign consists of up to four human-controlled survivors who attempt to make their way between safe rooms and eventually to rescue. In this mode, the special infected are controlled by the AI.
In a versus campaign, each team of one to four players plays each chapter of the campaign as both survivor and infected, swapping sides once per chapter. Unlike campaign mode, dead survivors do not respawn. If at least one player-controlled survivor finishes the level, the survivor team earns 100 points as well as bonus points based on their health and the health items in their inventory. These points are then multiplied by the chapter's difficulty level, and the number of survivors who finished.
If all player-controlled survivors are killed, the survivor team only earns points according to their average progress through the chapter and the difficulty multiplier. Survival mode consists of a timed challenge where players try to survive as long as possible against a never-ending flood of the infected, added in April 2009 in the Survival Pack downloadable content. Single-player mode is similar to campaign mode, but played offline with three AI-controlled bots as the other survivors. On Xbox 360, other players can join in on the same console to turn single player into an offline co-op game. The game can also be played through a system link, or local area network. Players have also discovered a way to do splitscreen co-op play with the PC version. Development Development on Left 4 Dead started in mid-2005.
Turtle Rock Studios aimed to create a horror film-inspired game that merges single player games' character-driven narrative structure with multiplayer games' social interaction and high. The game was first revealed in the Christmas 2006 publication of with a six-page article describing a playthrough at Turtle Rock Studios headquarters. A was released with.
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The game was first playable at the Showdown 2007 LAN in and at. Announced Left 4 Dead on November 20, 2006, and was acquired by on January 10, 2008, because of the game and long-standing relationship between the companies. The game opened up to pre-purchasing on Valve's on October 15, 2008.To give Left 4 Dead significant exposure, Valve financed a $10-million marketing campaign for the game in the United States and Europe, with advertisements appearing on television, print, websites and outdoor placements in many cities. Valve also hosted photo contests called, 'Dude, where's my thumb?'
Offering copies of Left 4 Dead to people who submitted the best picture involving zombies or the outdoor advertising. Development Left 4 Dead uses the 2008 version of Valve's, with improvements such as support and to more realistically portray hair and clothing, and to improve physics interaction with enemies when shot or shoved in different body parts. Animation was also improved to allow characters to lean realistically when moving in curved paths. Rendering and artificial intelligence were scaled up to allow for a greater number of enemies who can navigate the world in better ways, such as climbing, jumping, or breaking obstacles. Lighting was enhanced with new and advanced shadow rendering that is important to convey information about the environment and player actions. Wet surfaces and fog are used to create mood. Many kinds of cinematic visual effects inspired by horror movies have been added to the game.
There is dynamic that accentuates details based on importance, and to focus attention on critical areas, to expose details or imply details in dark areas and to evoke tension and a horror-film look.Left 4 Dead underwent many phases of development; influenced by, Turtle Rock Studios removed many of the features that were originally in the game. In the initial phases, there was another special infected, called the 'screamer', which had no attacks but upon spotting a survivor would run to a safe place and then emit a loud scream that attracted a horde of infected.
This infected class was removed, but its ability to attract the horde was incorporated into the boomer's vomit. A persistent merit/demerit system was envisioned to provide positive feedback for good behavior, such as aiding a fallen teammate; and negative feedback for poor behavior, such as shooting a teammate. This would provide a score to rank a player's effectiveness as a teammate, but this system was removed late in the development of the game in favor of immediate, non-persistent feedback displayed in-game. Another significant element removed was a long introduction between campaigns; because the game is designed for replayability, it was difficult to hold the player's attention for repeated viewings of cut scenes, so they were dropped in favor of a sparse narrative. Also, the game started out with one big city design with many routes for the survivors, but playtesters were confused when they began to play, and later they always chose the same route; ultimately Turtle Rock Studios cut the city maps into the first 'No Mercy' and 'Dead Air' campaigns.assisted Turtle Rock Studios with the Xbox 360 version of the game. The Xbox 360 version of Left 4 Dead has the same game modes as the PC version but has additional features such as support for, allowing for two players to play offline and online from the same console, and play.
Split-screen mode can also be achieved on the PC version, but it requires console commands and may require the modification of controller configuration files; and it is not officially supported. Both versions of the game have a new matchmaking system to simplify the process of finding other players. This new server management system was met with a negative reaction from PC server operators, who, with this system, had very little control over their servers. This led to Valve releasing a series of patches that allowed server operators to remove their server from the matchmaking 'pool' of servers or make private servers. Valve runs for both versions of the game. Promotion To promote the game and provide basic training to players before starting the game, Valve chose to develop a intro movie. This movie was released on Halloween and shows events prior to the beginning of the 'No Mercy' campaign.
Valve chose an intro movie over in-game training mechanics because they wanted the players to be immediately dropped into a zombie apocalypse. Valve later detailed in their official Left 4 Dead blog how they designed the movie, from an intentionally very basic animation in the beginning of July 2008 to the final result for the launch of the game.Early access to the Left 4 Dead demo for people who pre-ordered the game began on November 6, 2008, for both Windows and Xbox 360. It gave users access to both online and single-player play in two 'scenes' in one 'movie' within the game. This promotion was being offered in addition to the ten percent savings for those who pre-order and applies to all Steam Windows pre-orders and all Windows and Xbox 360 pre-orders from GameStop and EB Games in North America. On November 11, the Left 4 Dead demo was made available to all Windows and Xbox 360 gamers worldwide. The Left 4 Dead demo was removed from the Xbox 360 Marketplace and Valve's own Steam after the game's release on November 18, 2008, however it is still available for those that played it.The demo had many server problems when it launched, primarily Valve's strategy for server management which made it impossible to set up a dedicated private server with administrator controls. However, a stream of patches led to the availability of a server browser and basic private server functionality as well as Valve's acknowledgment of player concerns.
Left 4 Dead Soundtrack- 'grounds For Divorce'
It appears that a patch released just before the game itself has resolved many of the connection issues that demo players were having.On May 1, 2009, the game was released freely via Steam as a one-day trial called 'Freaky Free Friday'. The trial was then extended to end on Saturday.On October 5, 2010, the price of the game via Steam was dropped to US$6.80, or a '4-pack' for $20.40, as a promotion coinciding with the release of 'The Sacrifice' DLC. Release Left 4 Dead went on November 13, 2008, and was released on November 18, 2008, in; and on November 21, 2008, in to coincide with the tenth anniversary of the release of.Valve released a server patch in December 2008 to stop players on Xbox Live from using PC-style cheats.
A spokesman from Valve said, 'The fix is designed to halt the cheating behavior on the dedicated servers, which accounts for the majority of the co-op and versus modes of play.' After release Valve intended to support the PC version of the game through free content updates and the Xbox 360 version with DLC. On a podcast by, writer Chet Faliszek divulged that an announcement regarding for the and would be released 'very soon', and that the announcement was delayed by the holiday season.
On February 5, 2009, Valve released details about the upcoming pack. The two full campaigns of 'Death Toll' and 'Dead Air' for versus mode—which were previously unavailable—are included, as well as the survival game mode, where the survivors try to survive endless waves of the infected for as long as possible. On February 11, 2009, Valve announced that the downloadable content for the game would be free for both the Xbox 360 and PC; and on April 21, it was released. Survival mode shipped with 16 maps, 15 of them being modified portions of existing maps and one being a new lighthouse-themed level titled 'The Last Stand'. A Game Of the Year Edition of Left 4 Dead was released on the PC and Xbox 360 on May 12, 2009, with updates and new content included on the disc.On May 15, 2009, an open beta test for the Source Development Kit updated to support Left 4 Dead was started under the name of the 'Left 4 Dead Authoring tools'.
This included a new set of plugins that allowed for users to import data from, a free 3D modeling program, directly into the Hammer level editor for use in maps. The beta was concluded on June 25, 2009, with the full release of the Left 4 Dead authoring tools and corresponding server and matchmaking update to support custom maps. The update included a command line tool for packaging custom Left 4 Dead campaigns to ease distribution.A sequel, announced at the 2009 conference and was released November 17, 2009. Addressing concerns voiced by fans, responded to an email from Kotaku explaining that despite the upcoming sequel, Left 4 Dead would continue to be supported and more content is planned in the coming months.On August 4, 2009, Valve announced the second DLC pack.
It contains a new campaign called Crash Course, set shortly after the events of the No Mercy campaign, where the Survivors try to get to a Truck Depot after the helicopter they were in crashed. It is available for co-op, versus and survival modes, with various tweaks to game mechanics, and containing new locations and character dialog. The DLC was announced to be released on September 29, 2009, on which date it was released for free for PC, but was accidentally released on Xbox Live at a higher price. The price was amended soon after, and all players who bought the DLC at the higher price were refunded.On November 9, 2009, a matchmaking update to allow for matchmaking between teams of four players in versus mode was released.An add-on campaign for Left 4 Dead 2, 'The Passing', featured the Left 4 Dead survivors meeting the new cast as part of a full campaign. The Left 4 Dead 2 content was set for release in March 2010, however it was delayed until April 22, 2010. To connect the events in 'The Passing' to that in Left 4 Dead, Valve released another add-on in October 2010 for both Left 4 Dead and its sequel, entitled 'The Sacrifice'; the events of the add-on take place before 'The Passing' and tells how the Left 4 Dead survivors come to encounter the group from Left 4 Dead 2, and how one sacrificed themselves for the safety of the others.Valve announced a 190-page digital comic that has been revealed in four parts in the weeks leading up to the release of The Sacrifice.
Part one was released on September 14, 2010, with a new part scheduled for release each week until The Sacrifice's October 5 release. The comic is illustrated by, the artist behind the comic series, and tells the stories of the original four survivors, as well as the events leading up to the infection.
The comic begins with Bill, having just sacrificed himself to save the others, taking on three tanks while severely wounded. It then cuts to the finale of Blood Harvest, which is revealed to be one week earlier. In The Sacrifice DLC, any player, whether playing as Bill or not, can choose to sacrifice themselves to allow the other survivors to complete the campaign.In March 2010, Valve announced that it would be bringing the Steam content platform to computers; along with it, they will be providing native versions of existing Valve games including Left 4 Dead and its sequel. Retrieved February 25, 2012.
^. Archived from on April 28, 2012. Retrieved January 23, 2009. July 11, 2007. Retrieved November 21, 2008. August 14, 2008. (2008).
Level/area: No Mercy: The Subway (developer commentary). Elan Ruskin: Each survivor has a large database of lines to choose from based on their present activity and a variety of factors, such as their health, stress level, kind of special infected seen so far, and many others. ^.
Left 4 Dead 411. Retrieved October 25, 2008.
^ Gabe Newell (2008). (Video presentation). Left 4 Dead 411.
July 3, 2009. Retrieved July 14, 2009. The things that are happening, all the shit that is hitting the fan and turning everyone into mutant zombies, has gone much bigger than just Pennsylvania, which is where the original game was loosely set. Left 4 Dead 411. November 22, 2008.
Retrieved May 11, 2009. January 17, 2008. Retrieved October 25, 2008. July 23, 2008. Retrieved July 23, 2008.
Chan, Norman (July 21, 2008). Retrieved October 26, 2008. Linde, Aaron (July 16, 2008). Shacknews. ^. Left 4 Dead 411. Retrieved October 26, 2008.
Retrieved May 14, 2009. Ocampo, Jason (November 17, 2008). Retrieved August 11, 2009. Left 4 Dead is a game that venerates zombie movies throughout the ages, from George A. Romero's Dawn of the Dead to Danny Boyle's 28 Days Later. Rossignol, Jim (December 12, 2006).
Retrieved January 20, 2009. ^. Big Download. December 2, 2008.
Retrieved December 10, 2008. Newell, Gabe (November 21, 2008). Archived from on September 9, 2012. Retrieved November 22, 2008.
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 in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism. (2008). Level/area: No Mercy (developer commentary).
Tim Larkin: 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 Left 4 Dead 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 Left 4 Dead 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 Left 4 Dead.
July 3, 2009. Retrieved July 5, 2009. 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 than what we accomplished with Left 4 Dead, but there was some of that there.
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(2008). Level/area: No Mercy: The Hospital (developer commentary). Miles Estes: Since killing zombies is such a big part of this game, we invested a lot of time into making their death animations more dramatic than simple ragdolls. We had a professional stuntman on the motion capture stage perform about a hundred different dying animations from different kinds of weapons and hit from different directions, like from the front or behind. We then combined these mo-cap animations with the physics-driven ragdolls. (2008). Level/area: No Mercy: The Apartments (developer commentary).
Phil Robb: We treat the infected horde as a major character in Left 4 Dead, and spend a lot of effort in making their movements believable. This includes hundreds of motion-captured animations that are algorithmically blended with the physics system to create characters that realistically interact with their environment and each other. When they see a survivor, they become enraged, taking off at a full sprint, leaning into their turns, jumping and climbing over everything in their way, trying to get to their victim. We wanted to express this rage in their faces as well, so we found efficient ways for each member of the horde to make intense facial expressions. (2008).
Level/area: No Mercy: The Subway (developer commentary). Matt Campbell: Although it sounds ridiculous to talk about advanced zombie AI, we spent a great deal of time on the AI systems for the common horde. First and foremost is their ability to navigate. The environments in Left 4 Dead are geometrically complex, and littered with breakable and movable objects such as doors or cars.
One of the design goals for the zombie horde was that there can never be a place where a survivor can stand that a zombie cannot navigate to. To make this happen required not only robust path-finding code, but also path-following algorithms as well.
These path followers have to continuously evaluate the local geometry around them, and decide whether to crouch, stand, jump, climb over, and otherwise navigate nearly arbitrary environmental obstacles. Callaham, John (March 22, 2007). Retrieved September 1, 2008. (July 2008). Retrieved August 2, 2008.
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(2008). Level/area: No Mercy: The Apartments (developer commentary). Jaime Sue: The screamer was a boss zombie who didn't have any actual attacks; he was bound in a straitjacket. You knew when he was around because of his crazed, maniacal cackling. The trick to the Screamer was that if he saw you, you had a moment to kill him before he ran away, and once the screamer got away from the survivors to a hiding place, he would emit a loud, howling scream that would cause a huge mob of zombies to attack the survivors. While there were several exciting moments of knowing you had to chase him down to shoot him before he screamed, dodging zombies all the way, ultimately it proved too confusing for the survivors to discover how he worked or even to reliably notice him in the crowd. He was cut, and his horde-drawing attack eventually evolved into the boomer attack.
Retrieved November 19, 2008. (2008). Level/area: No Mercy: The Apartments (developer commentary). Doug Wood: We experimented with a variety of different introductions for each campaign. For 'No Mercy', we tried a 40-second fly-in of the helicopter to give the player a more movie-like introduction to the game. Ultimately, we found that such elaborate cut scenes are hard to watch over and over in a game that's built for replayability. Playtesters wanted to get into the game and start playing right away, so we ended up going with a much more streamlined game intro.
Retrieved January 19, 2009. We actually started out with a single, huge city design with a great many routes for the survivors to take to reach the extraction point. As we began to playtest in this zombie city, we immediately discovered that having that much choice combined with the chaos of zombie hordes made for frustrated and paralyzed survivor teams. February 4, 2008. Retrieved October 25, 2008.
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Archived from on March 23, 2009. Retrieved November 18, 2008. The motion-capture animation that makes up the varied zombie behavior is incredibly good, with the visuals peaking when a rushing gray-black mass of zombies are climbing up, over and through the terrain to get at you(.) On the other hand, it's irritating when you come into a room and see an enraged zombie clipping through from the other side of a wall or door. Retrieved April 19, 2009. November 17, 2008.
Retrieved November 23, 2008. First and foremost, it's probably the most faithful video incarnation of the zombie genre that fans have ever been treated to. Yes, even better than Resident Evil 4.
November 17, 2008. Retrieved February 9, 2015. The amazing level designs will remind you of every zombie movie ever made. Rock, Paper, Shotgun.
November 4, 2008. Retrieved November 23, 2008.
Over breakfast yesterday – before playing – we were talking about different takes on the zombie game that we'd like to see. One which didn't come up is one which Left 4 Dead grasps completely – its inherent perverseness. Now, it's a constant internet thing to discuss what you'd do in a Zombie Invasion, the implication being that you're smarter than anyone else. Which is fine. But that's not how the genre works.
October 15, 2008. Retrieved November 26, 2008. As with the best horror flicks, the back-story is left deliberately ambiguous. December 5, 2008. Retrieved November 26, 2008.
Yet it also features four distinct survivors who convey an incredible amount of emotion through their facial animations and the rich amount of voice acting. There's Bill, the grizzled old veteran; Francis, the tough biker; Louis, the everyday dude; and Zoey, the college girl. They're so memorable that you can hear their voices in your mind as clear as day. Kojima, Hideo (January 14, 2009).
Retrieved January 19, 2009. There are games everyone can play—maybe calling them 'kids' games' would be inappropriate—but there's also a deep base of core titles made with movie-industry people that explore the depths of hi-def. I'm addicted to Left 4 Dead right now, but people say to me that that game would never work in Japan.
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