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Left 4 Dead How Many Players

Video game serial

Video game serial

Left 4 Dead
Left 4 Dead logo.png

Logo of Left 4 Dead

Genre(s)
  • First-person shooter
  • Survival horror
Programmer(due south)
  • Turtle Rock Studios (2008)
  • Valve (2009)
Publisher(s) Valve
Beginning release Left 4 Dead
November 17, 2008
Latest release Left 4 Dead 2
November 17, 2009

Left 4 Dead is a series of cooperative get-go-person shooter survival horror video games published past Valve. Set in the days after a pandemic outbreak of a viral strain transforming people into zombie-similar feral creatures, the games follow the adventures of four survivors attempting to attain safe houses and military machine rescue while fending off the attacking hordes.

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 melee weapons, firearms, and thrown objects to fend off attacks from the bulk of the infected creatures, while using an array of healing items to keep their group alive. Certain unique infected creatures pose a more difficult challenge, typically requiring teamwork to take down finer. The games are overseen by an "AI Director", designed to requite 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 likewise makes gameplay dynamic, meaning that no two playthroughs are quite the same.

Video games [edit]

Release timeline
2008 Left 4 Dead
2009 Crash Course DLC
Left 4 Expressionless two
2010 The Passing DLC
The Sacrifice DLC
2011
2012 Cold Stream DLC
2013
2014
2015
2016
2017
2018
2019
2020 The Concluding Stand DLC
  • Left 4 Dead was released in November 2008. The game's evolution was started by Turtle Rock Studios, who were bought past Valve during the game's creation, with continued development occurring at Valve'south studios.
  • Left iv Expressionless 2 was released a year later in November 2009. Valve attributed the curt turnaround between the titles every bit a result of having many ideas to expand on the starting time game, only more than could be reasonably done through software patching or downloadable content. The fast turnaround of the sequel was initially criticized by many players of the starting time game, leading to a temporary effort to boycott the second game. Valve helped to placate matters, demonstrating that information technology was notwithstanding developing content for the first game, including a crossover campaign, "The Passing", between the characters of both games.

Downloadable content [edit]

  • Crash Form is the commencement downloadable content (DLC) campaign for Left 4 Dead. It is free on PC, merely not for Xbox 360. It was released on September 29, 2009. According to Valve it is meant to bridge the gap between No Mercy and Death Cost.
  • The Passing is the showtime DLC crossover entrada of Left 4 Dead two, which includes a new campaign and "new co-operative challenge modes of play" and introduces a new firearm, the M60; the Golf Club, and a new Uncommon Infected called the Fallen Survivor. Information technology was released Apr 22, 2010.
  • The Sacrifice is a 3-chapter DLC for both Left 4 Dead and Left 4 Dead 2 and was released on October 5, 2010. Taking identify after Claret Harvest and is considered to be the prologue to The Passing, as both campaigns are connected to each other.
  • Cold Stream is the third DLC for Left 4 Dead two. It was appear in a weblog post on February xvi, 2011. Cold Stream was released on March 22, 2011 in beta form on Steam, and it was officially released in its last form on Steam on July 24, 2012. Cold Stream was released on the Xbox Market Baronial 3, 2012 for 560MSP. It was created by map making community member Matthew Lourdelet and features diverse wall graffiti featuring the writer's friends.
  • The Last Stand is a customs-made scenario for Left four Expressionless 2, and was released on September 24, 2020 with Valve's blessing every bit an official update to the game. The update includes over twenty new maps for survival mode, a new campaign, and additional updates to the game.

Spin-offs and crossovers [edit]

  • The Mercenaries: No Mercy makes a return on the PC version of Resident Evil 6. As an exclusive to No Mercy, Capcom and game developer Valve had teamed up to allow Left iv Dead 2 content for No Mercy. The content includes the main bandage from Left 4 Dead two existence playable characters with their ain loadouts aslope the Witch and the Tank replacing the Bloodshot and the Napad as enemies.
  • Pixel Strength: Left iv Dead is a downloadable indie game where the game is played as if it were released for NES.
  • Left four Dead: Survivors ( Left four Dead: 生存者たち , (Seizonshatachi) ) is a version of Left 4 Expressionless 2 released on December 10, 2014 for Japanese arcades by Taito.[ane] The game features the same scenarios and locations as L4D2, but features a different cast of survivors unique to this edition.
  • The No Mercy level of Left 4 Dead appeared every bit DLC for the cooperative-shooter Payday: The Heist and its sequel Payday ii.[two]
  • On August 20, 2015, a costless update was released for the PC version of the game Zombie Army Trilogy which imported the viii survivor characters from the Left iv Dead games.[3]
  • In March 2017, disproportionate horror game Dead past Daylight released the "Left Behind" DLC for PC, which unlocked Bill as a playable graphic symbol. It also unlocked Zoey, Ellis, Francis and Rochelle costumes for Meg, Dwight, Jake and Claudette respectively.[4]

Comics [edit]

Tied to the release of "The Sacrifice" downloadable content, a four-part spider web comic drawn by Michael Avon Oeming was released to draw the events of the outset set of survivors, Bill, Louis, Zoey, and Francis, that led them to run into the second group, Coach, Ellis, Rochelle, and Nick.[five] [half-dozen] Each of the parts provides a backstory for each of the get-go survivor characters at the onset of the pandemic, and also follows straight upwardly on the concluding entrada from the showtime 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 premises has been used by Valve before in promoting Team Fortress 2.[7]

Merchandise and other products [edit]

Within Left 4 Dead 2, a fictional southern rock ring called the Midnight Riders was introduced. Several songs accept been produced for the game and necktie-in promotions. Two of them, "Midnight Ride" and "One Bad Human", accept appeared equally downloadable content for the Rock Band series via the Rock Band Network.[8] Valve released a serial of holiday cards themed after the survivors, created by Alexandria Neonakis.[9] 3 costly toys have been released based on the Left 4 Expressionless serial' infected; first with the Boomer, and later with the Hunter and the Tank. They are to exist followed by ii more than plush toys yet to be released. They were also created by Alexandria Neonakis.[10] [11]

In June 2011, information technology was confirmed that Valve had signed a bargain with NECA, to produce action figures, which includes Left 4 Dead and other Valve serial. There are two figures produced so far, Left 4 Dead 'south Boomer (which was released in June), and Left four Expressionless 2 's Smoker (which was released in Nov).[12]

Cancelled sequel [edit]

Valve has not yet made any direct statement related to future games in the serial, though Chet Faliszek said in 2012 that like Valve'due south other games, a sequel had not been ruled out.[13] Rumors from 2013 through 2016 led players to believe that Valve was developing Left iv Dead 3, with a target release date in 2017.[14] [xv] [16] [17]

In April 2019, Tyler McVicker of Valve News Network reported that while Left 4 Dead 3 had been in development at some point at Valve, it had been later cancelled a few years before. Assets that McVicker had obtained showed a level comparable to avails used in Counter-Strike: Global Offensive, and indicated that very little other work appeared to have been washed on the championship.[18]

In July 2020, multimedia storybook The Terminal Hours of Half-Life: Alyx, which focused on the 2010s at Valve, gave information about the cancelled Left iv Dead three project that was developed around 2013, describing it as an open-world game set up in Kingdom of morocco where the thespian fights hundreds of zombies. The project was shelved due to the slow development of the Source 2 engine.[nineteen] [20]

At The Game Awards 2020, Turtle Stone announced Dorsum 4 Blood, their spiritual successor to Left iv Dead 2, released on 12 October 2021.

Setting [edit]

The Left iv Dead 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 withal to be infected. Within the U.s., the Civil Emergency and Defense Agency (CEDA) orders the creation of safe zones with the aid of the military, and evacuates every bit many people as possible to these areas, aiming to transfer them to islands and bounding main-going ships, every bit the infected are unable to cantankerous bodies of water. A number of people are discovered to exist allowed to the infection, though they can carry and unintentionally spread information technology to others. In both games, four of these "Carriers" or otherwise just immune humans, run into and get the game'southward "Survivor" characters, making their way to rubber houses and extraction points.

Characters [edit]

  • The first game follows four survivors every bit they travel from Pennsylvania to Georgia. The game's 4 Survivors are:
    • Bill: an one-time Vietnam War veteran.
    • Louis: a frazzled It analyst. The most optimistic of the 4.
    • Francis: an outlaw biker who hates everything, except for vests.
    • Zoey: a college pupil who loves horror movies.
  • The second game follows another group as they travel from Savannah, Georgia to New Orleans, Louisiana, and features four new Survivors:
    • Coach: a portly high school football coach.
    • Ellis: an overly talkative mechanic.
    • Nick: a pessimistic gambler and con artist.
    • Rochelle: a low-level Idiot box reporter.
  • The Japanese arcade version of the second game follows the same route and story, but features four Survivors sectional to the Arcade edition:
    • Yusuke: a Japanese college student visiting America on vacation.
    • Haruka: a Japanese schoolgirl visiting America on a school trip.
    • Sara: a Japanese-American tour guide.
    • Blake: an American bartender and army veteran.

Purple Francis [edit]

On February 12, 2021, two editors vandalized the Left 4 Dead community wiki with a series of hoax edits describing "Purple Francis", a nonexistent playable character who is visually identical to the character Francis with the exception of a "purple hue".[21] [22] The edits provided detailed nonexistent lore, and cross-references to over a dozen edited pages,[23] where Royal Francis was discussed in particular alongside other existing characters.[24] [25] Purple Francis was described as having been born in a candle mill, and turned imperial through an iron-rich diet, which fabricated him "incredibly attractive to women".[26] The edits also claimed that Purple Francis'south girl had an thing with Ronald Reagan, that ten players passed out after hearing his vocalism in the game for the start time,[27] and that he was later removed from retail copies of the game by Valve, "due to negative feedback."[28] "Screenshots" of Purple Francis were also supplied, depicting the grapheme photoshopped into existing artwork throughout the wiki.[29]

While the edits were eventually reverted a few days afterwards creation, Royal Francis received a cult following within the Left 4 Dead fan community,[thirty] and a modern on Steam Workshop was released on February 14 by a developer who'd worked on official Left 4 Dead content in the by, claiming to restore the "cut content" depicting Purple Francis.[31] The original creators of Purple Francis were later identified as "Lucy" and "Unknowntrope," two teenagers who had originally come up with the concept as an inside joke.[32]

Gameplay [edit]

The Left 4 Dead games are first-person shooters incorporating survival horror elements. A player controls ane of the 4 Survivor characters, and has the ability to move, jump, and utilise weapons in their possession. Players are express to two weapons: a chief firearm with limited ammunition taken from ammo caches, and either i (or two pistols) sidearm with unlimited ammunition or a melee weapon. Players also have three additional inventory slots. The third slot gives the player a thrown weapon, including a Molotov cocktail, a pipe bomb that can be used to lure a horde towards it before information technology explodes, or a bile jar that tin 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 histrion a temporary health boost, or an adrenaline shot, temporarily increasing the histrion's speed. Some ecology objects similar propane tanks or gasoline cans can be carried and thrown at hordes, upon which they tin can be fired upon every bit a makeshift explosive, simply cannot be stored in the player's inventory. In Left iv Dead 2, limited-use weapons such every bit the chainsaw or the machine gun tin also be carried in a similar manner. The player can utilise whatever object they are property to temporarily button back any Infected surrounding them.

A wellness 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 grapheme is shown to other players through an outlined silhouette on the game's HUD, regardless of walls that separate the characters, and colored based on their health state. A graphic symbol'due south wellness suffers from attacks from whatsoever Infected, environmental furnishings such as fires, and from friendly-burn incidents. When a character'due south health falls below a certain level, the character volition not exist able to movement as fast until they can restore their health. If the player's wellness drops to zippo, they get incapacitated, and a new temporary health bar appears, representing a bleed out menses. Should this bar drib to null, the character dies, and can only exist restored either through a defibrillator, actualization 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 tin be revived with the help of any other character. However, if a grapheme becomes incapacitated 3 times in a row without using a first-help kit, they will immediately die the third fourth dimension. Similarly, if a grapheme falls over an edge, they will hang precariously for a limited fourth dimension, falling to their death if they are non assisted in time.

In the main campaign mode, each entrada is divided into two to v sections. For all but the final section, the goal of the players is to reach the safehouse at the end of the level, where fresh supplies of weapons, ammo, and wellness items are typically found. In the terminal section, the campaign comes to a climax and requires the players to either make a stand against waves of Infected equally they wait for a rescue vehicle, make full an escape vehicle'southward gas tank while fending off the horde, or race through a gauntlet of Infected to make their style to the rescue betoken.

Additional game modes are likewise bachelor. A four-on-4 competitive mode is available, where in alternating matches, 1 side controls the Survivor characters while the other controls unique Infected creatures. When playing as the Survivors, the goal remains the aforementioned as the normal entrada mode. The Infected side tries to foreclose the Survivors from making their way to the safehouse; should they be killed by the survivors, they volition respawn afterward equally a new creature. Scoring is based on how far the Survivors get and other factors, with the team with the well-nigh points at the end of a campaign considered the winner. Other modes are based on single-situation standoffs where the Survivors have to concur out as long as possible.

In Left iv Dead two two boosted 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 on in rescue closets, and more severe damage models. The sequel likewise features "mutations", game modes based on either the campaign or competitive modes where specific rules may be in place. For case, one mutation may give all the Survivor characters chainsaws from the start, while another may make every unique infected appear every bit a specific type, such equally the Tank.

Both games back up user-generated content through new maps and campaigns using tools provided by Valve; Left 4 Dead two also provides support for custom mutations. Valve has further supported the user customs past highlighting popular third-party maps, and including select ones in software patches for the game.

AI Managing director [edit]

The Left 4 Expressionless series uses a collection of artificial intelligence routines, collectively the "AI Director", to monitor and alter the gameplay feel in response to the players. Valve'southward master goal with the AI Director was to promote replayability of the games' campaigns, as their previous multiplayer games with this characteristic, such as Counter-Strike and Team Fortress 2 take shown thriving communities of players that continue to play the games despite the limited number of maps bachelor due to the unpredictable nature of online play.[33] In because this for Left iv Expressionless, Valve identified that many games utilise 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 Half-Life 2: Episode Two where the spawning of Combine forces would exist based on the player's location.[34] They recognized that such systems practise non promote replayability or cooperation: players could easily memorize where events would occur, and those that had yet to feel the events would boring other players down.[33] With the concept of the AI Director, Valve believed it could capture the same chaos and randomness that would occur in Counter-Strike and Team Fortress 2 in the cooperative gameplay experience, transforming information technology from simple memorization to a skills challenge.[33] Valve has further termed this approach "procedural narrative", creating a new story each time the game is played.[35]

The AI Director has several facets that combine to form "structured unpredictability" for each playthrough.[33] The Director start 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 procedural generation considers each traversable area on the map, using pathfinding algorithms that Valve had incorporated into Counter-strike computer-controlled characters, and the "catamenia" of the map—the general management from the start of the level to the prophylactic firm. 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.[33] The placement also considered the "Escape Road", the shortest path through the map, and will increment encounters along this route to increase the difficulty.[33] Spawning rules are different for each of the infected; hordes are more often spawned backside 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 look for the players.[33] Procedural generation is also used to place weapons and other items throughout the level.[33] Weapons and equipment can be programmed by the map designer to exist generated by the Managing director at fixed points, assuasive for some predictability for the players, and to give some creative control to the design for story-telling and visual furnishings.[33]

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.[33] Each role player graphic symbol is tracked by a metric called the Survivor Intensity, which increases equally the character takes impairment, becomes incapacitated, or another character dies nearby, among other effects, and slowly decays in time. The Director will modify 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 information technology relaxes and reduces the spawning of infected, allowing the players to finish their electric current meet and allow their Survivor Intensities to fall abroad from the threshold. The Managing director and then repeats this cycle until the players have reached the end of the level.[33]

The boss infected encounters are generated through dissimilar means, creating a sequence based on cycling without repetition between three situations: Tank, Witch, or "No event".[33] Dominate events are then generated based on the number of areas the players take passed through. These events are not modified by the dynamic pacing of the game; Valve discovered when these were controlled by the pacing, players would frequently exist at besides high of an intensity to allow these encounters to occur. Keeping the events on a separate rails allows the pacing to be unpredictable, further enhancing the replayability goal of the Director.[33]

A sample series of encounters (with progress from left to right) during a level playthrough of Left four Dead.[33] The top bar shows the original population of mutual (white icons), special (colored icons) and dominate (large icons) procedurally generated by the AI Managing director prior to starting the level. The second bar is the monitored "Survivor Intensity", with the ruby "Relax" sections occurring immediately afterwards the Intensity reaches a threshold limit. The third bar is the actual population generated while playing the level; certain common hordes accept been removed due to the Intensity being high and in a "relaxed" land, while other hordes and uncommons have been added when the Intensity is very low near the end of the level.

The Director likewise creates mood and tension with emotional cues, such as visual effects, audio cues for specific types of infected, and character communication.[36] Within Left 4 Dead two, the Director has the power to modify placement of walls, level layout, lighting, and conditions conditions, and advantage players for taking more difficult routes with more useful weapons and items.[37] [38] A dedicated Manager routine dynamically controls music and other ambient audio effects, monitoring what a player has experienced to create an appropriate sound mix. The procedure is client-side and washed past 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.[39]

Valve sees the AI Managing director as a tool to be used for other games. A software patch for the cooperative game Alien Swarm added a game mode, Onslaught, that used a version of the AI Director from Left 4 Expressionless to dynamically generate enemies for the players to fight.[40]

Valve has investigated the use of biofeedback from the players straight as input for the Director. At the 2011 Game Developers Briefing, Valve demonstrated a simple test where a player, fitted with a device to measure skin conductance level, played through a Left 4 Dead 2 level. Certain in-game deportment, such as hearing a threatening noise or passing an opening doorway, would cause the skin conductance to rising. Valve postulates that such information fed into the Director could create a much more than effective player feel.[41]

Infected characters [edit]

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, merely in big numbers, they pose a significant threat to the Survivors. Often, the Director volition engineer a "horde", where a large number of the mutual infected charge the players. Hordes can also be created past setting off in-game "crescendo events" that unremarkably involve some loud racket created by the players, or by activating a machine alarm. As such, many individual levels feature a unique, noisy consequence, such every bit the raising of a rusty elevator, where a very large horde will be attracted, with the players given forewarning so that they tin prepare for the onslaught.

A second type of infected introduced in Left 4 Dead ii, are the "uncommon infected". Uncommon infected are unique to certain campaigns and, though non any stronger than the common infected, accept a special ability that can hamper the players' progress. For instance, the uncommon infected in "Hard Rain" are infected road workers that are all the same wearing protective ear pieces, making them allowed to the lure of pipe bombs.

The third type of infected creature 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. They take very specific vocalizations, likewise equally leitmotifs which are inserted into the game'southward soundtrack when the AI Director places one, assuasive Survivor players some forewarning. They serve equally playable characters for the Infected in the games' versus modes.

  • Hunter - a nimble and agile Infected that is able to leap large distances and tackle a single Survivor, who will have damage until either they are killed or the Hunter is either killed or shoved off. The pounced Survivor is rendered completely incapable of taking action, encapsulating the intent of the special infected: they must be rescued by other Survivors as they cannot assistance themselves.
  • Smoker - an Infected with a long natural language that it uses to ensnare and strangle Survivors, rendering them helpless until the tongue is striking or the Smoker killed or stunned with explosives or shoving. When killed, it leaves a cloud of smoke that temporarily obscures the Survivors' vision and makes them cough.
  • Boomer - a slow-moving bloated Infected that vomits bile onto Survivors; though not harmful itself, the bile attracts common infected to the character. When killed, a Boomer explodes, covering whatsoever nearby Survivors in more than bile.
  • Spitter - an Infected that spews a big 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 decease, she leaves a small puddle of acid that too damages Survivors.
  • Charger - an Infected with a large mutated arm that attacks past charging Survivors at high speed. The charge attack is capable of knocking down and finer 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 existence 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 its hulking size, information technology cannot exist shoved; only frag rounds and explosives can stumble a Charger. The Charger can cause about every bit much damage with its standard melee attack while not charging.
  • Jockey - a small Infected with a hunchback that tin "ride" a Survivor, hence the proper noun. A Jockey tin control a Survivor's movement while riding them, steering the Survivor into danger. A Survivor suffers damage equally long equally a Jockey rides them and is completely helpless unless the Jockey is shoved or killed.

Finally, there are 2 special "boss" infected characters that the AI Managing director includes at rare moments:

  • The Witch - an infected woman with glowing eyes and long clawed fingers. Witches are unique in that they are passive, preferring to be left lonely to cry. Still, if a Survivor "startles" her, either with their flashlight, by invading her infinite, or by damaging her, she will charge that Survivor and automatically incapacitate them. One time incapacitated, the Witch volition viciously attack the downed Survivor until either they are killed or she is. If she kills the Survivor who initially disturbed her, then she will run abroad. On higher difficulty levels, a Witch tin automatically impale a Survivor. She is not specially durable, but she tin run faster than Survivors, making it hard to slay her before someone takes impairment. She is the strongest and fastest infected on human foot. Withal, she has the 2nd near hit points, behind the Tank. She tin be stunned by explosives and frag rounds.
  • The Tank - an enormous Infected with superhuman forcefulness. The Tank can charge Survivors and smash them to the floor, or tin can throw debris, rocks, and cars at them, the latter resulting in instant incapacitation. Kiting is a valid tactic, but Survivors must practice then for an extended period of fourth dimension, a Tank on Normal difficulty has 10 times the health of all the Survivors combined. In versus —modes, players may not control the Witch, and may but play as a Tank if the AI Manager has already chosen to spawn one. He is the second strongest infected and has the highest number of hitting points by far over all of the other infected. Due to his gargantuan size, the Tank can only be stumbled by exploding oxygen canisters or propane tanks.

Run into also [edit]

  • Back four Blood — a game made by Turtle Rock Studios, the developers of Left 4 Dead.[42]
  • The Walking Dead — a game made by Telltale Games was planned to be a Left four Dead spin-off early in evolution.[43]

References [edit]

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  2. ^ "Steam :: PAYDAY 2 :: A Walk Downwards Memory Lane". October 30, 2018.
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  34. ^ "Left 4 Dead 2 Interview". eurogamer.cyberspace. July 3, 2009. Retrieved July 5, 2009. The AI director—I don't desire to say it fell out of Half-Life 2, just it was definitely a jumping-off point of stuff we did in Half-Life 2, particularly Episode 2. There are a couple of cardinal battles where the number of Combine, and where they come at you from, uses something like that. Information technology's much cruder than what we achieved with Left 4 Expressionless, but there was some of that in that location
  35. ^ Newell, Gabe (November 21, 2008). "Gabe Newell Writes for Edge". Border. Archived from the original on September 9, 2012. Retrieved Nov 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 ane kind of creature then nosotros 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.
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  43. ^ Wales, Matt (April 25, 2022). "Telltale'south The Walking Dead started life equally a Left 4 Dead spin-off". Eurogamer. Gamer Network. Retrieved April 25, 2022.

External links [edit]

  • Official website

Source: https://en.wikipedia.org/wiki/Left_4_Dead_(franchise)

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