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** After porting ''No Mercy'', Valve decided the rest of the ''Left 4 Dead'' campaigns would have the second game's corpse piles instead of the first, matching the common infected models used. ''The Last Stand'' brought back the original game's Infected models for its campaigns while corpse models made for the second still litter them.

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Removing pothole from page quote, per What To Put At The Top Of A Page''. Crosswicking examples from Ability Depletion Penalty trope page.


'''Ellis''': Kill all sons-a-bitches. ''[[DramaticGunCock [racks shotgun] ]]'' That's ''my'' 'ficial instructions.

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'''Ellis''': Kill all sons-a-bitches. ''[[DramaticGunCock [racks shotgun] ]]'' ''[racks shotgun]'' That's ''my'' 'ficial instructions.


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* AbilityDepletionPenalty:
** If the .50 BMG machine gun {{overheat|ing}}s completely, it becomes inoperable for a long cooldown period.
** The autoshotgun can be reloaded one shell at a time, but completely emptying the magazine means you have to "prime" the weapon again after reloading.
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Transplanting a now-YMMV example.


* SequelDifficultySpike: ''2'' has many more spawn points for hordes, discourages camping, its new special infected are even designed to punish survivors that stay ''too close'' to each other, rolling crescendos are much more challenging than the regular ones, and Realism adds another level of challenge even to the Expert difficulty.
** Several Mutation gametypes take this UpToEleven.
** ''The Passing'' and ''The Sacrifice'' DLC campaigns are '''much''' harder than others in spite of being shorter.
** And in most every campaign that has been ported over from ''1'' to ''2'', there are alterations to increase difficulty. In some cases this is simply to adjust for the new gameplay elements, but they overdo it in some instances.
*** Most notably in the Terminal of Dead Air, what was once a panic event was upgraded to a Rolling Crescendo. However, the developers did not remove the normal crescendo event at the beginning of the level, resulting in this one having two crescendos, with one being one of the hardest in the game (you have to cover a lot of ground unlike in Dark Carnival).
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* DualWielding: If a player has the P220 pistol and finds a second one, the two pistols together can be dual-wielded. The second pistol will be a Glock 26 instead of a P220. Dual pistols double the player's available pistol magazine to 30 rounds and increases the maximum rate of fire from 300 to 600 RPM.
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* WithCatlikeTread: The special infected are very noisy by nature, yet they can be quite capable of launching surprise attacks on the survivors without them being noticed.
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Under "Post-Apocalyptic Traffic Jam" there was an error ("boat" should have been "helicopter"), fixed that and tweaked the wording of that entry a bit for clarity


* PostApocalypticTrafficJam: One of the levels starts with the gang being unable to progress through an intense traffic jam cause via the zombie apocalypse. The final level has the protagonists have to make their way through a bridge filled with infected to reach a evacuation boat. Naturally there a few abandoned cars along the road with alarms to stir them if you misfire.

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* PostApocalypticTrafficJam: One of the levels campaigns starts with the gang being unable to progress through an intense traffic jam cause via caused by the zombie apocalypse. The final level has chapter of the final campaign requires the protagonists have to make their way through across a bridge filled with infected to reach a an evacuation boat. Naturally helicopter. Naturally, there a few abandoned are periodically cars along the road with alarms to stir them along the road, which attract common infected if you misfire. shoot or otherwise disturb them.

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* BattleInTheRain: The ''Hard Rain'' and ''The Passing'' campaigns.
* BigDamnFireExit: Stage two of ''Dead Center''.
* BlackOutBasement: The official campaigns do a good job of averting this in favor of {{Chiaroscuro}} lighting, but all bets are off with custom campaigns (one of which is titled the exact name of the trope).

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* BattleInTheRain: The ''Hard Rain'' and ''The Passing'' campaigns.
* BigDamnFireExit: Stage two
campaigns both feature rain. In ''Hard Rain'' it starts off as a drizzle and evolves into a hurricane, with random bursts of ''Dead Center''.
extreme rainfall and gale winds that [[InterfaceScrew make it difficult to see and hear]]; the rain intensity in ''The Passing'' is randomly selected by The Director at the start.
* BlackOutBasement: BlackoutBasement: The official campaigns do a good job of averting this in favor of {{Chiaroscuro}} lighting, but all bets are off with custom campaigns (one of which is titled the exact name of the trope).



* BoomHeadshot: Played straight, to YourHeadAsplode levels with common infected.
** Mercilessly averted with the Tank, which receives the same damage from headshots as being shot anywhere else.
* BottomlessMagazines: The players must reload, but they've endless ammunition for their sidearms and supply caches provide infinite replenishment for your main weapons.
** Exaggerated in the ''Gib Fest'' Mutation gametype, which gives all four survivors [[MoreDakka an M60]] with infinite ammo.

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* BoomHeadshot: Played straight, to YourHeadAsplode levels with common infected.
**
infected is you use a caliber bigger than pistol ammo. Mercilessly averted with the Tank, which receives the same takes no extra damage from headshots as being shot anywhere else.
headshots.
* BottomlessMagazines: BottomlessMagazines:
**
The players must reload, but they've they have endless ammunition for their sidearms and supply caches ammo piles provide infinite replenishment for your main weapons.
non-unique primary weapons[[labelnote:*]]anything except the [=M60=] machine gun and GrenadeLauncher[[/labelnote]].
** Exaggerated in the ''Gib Fest'' Mutation gametype, which gives all four survivors [[MoreDakka an M60]] M60 machine gun]] with infinite ammo.

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Moved Mood Whiplash trope up to the right place


* MoodWhiplash: Happens quite often, thanks to the automatic in-game dialogue.
--> '''Ellis:''' ...Y'all... Y'all, I'm hurt.... Look, guys, ''KIDDIELAND!''



* MoodWhiplash: Happens quite often, thanks to the automatic in-game dialogue.
--> '''Ellis:''' ...Y'all... Y'all, I'm hurt.... Look, guys, ''KIDDIELAND!''
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** The M79 grenade launcher, which requires much practice to use effectively – that is, kill as many infected as possible without blowing your own team up in the process. It is the only weapon that has splash damage outside of grenades which in theory makes it great against hordes; additionally, it will one-shot most special infected with a direct hit and stagger them with a near miss. It also deals extra damage against Tanks, killing them in four hits on regular difficulty. However, the slow speed and arcing trajectory of its projectiles makes it difficult to hit moving targets at long range, and the explosion radius is just small enough to make it very easy to miss. Furthermore, it is a liability in close quarters: unless you are on elevated ground, you will likely end up hitting yourself and your teammates, and it reloads very slowly after each shot. As with all special weapons, the grenade launcher cannot be refilled at ammo piles, though its generous reserve of 31 rounds makes it rather more forgiving than the other two.

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** The M79 grenade launcher, which requires much practice to use effectively – that is, kill as many infected as possible without blowing your own team up in the process. It is the only weapon that has splash damage outside of grenades which in theory makes it great against hordes; additionally, it will one-shot most special infected with a direct hit and stagger them with a near miss. It also deals extra damage against Tanks, killing them in four hits on regular difficulty. However, the slow speed and arcing trajectory of its projectiles makes it difficult to hit moving targets at long range, and the explosion radius is just small enough to make it very easy to miss. Furthermore, it is a liability in close quarters: quarters, detonating on contact with the first object or surface it hits: unless you are on elevated ground, you will likely end up hitting yourself and your teammates, and it teammates. It also reloads very slowly after each shot. As with all special weapons, the grenade launcher cannot be refilled at ammo piles, though its generous reserve of 31 rounds makes it rather more forgiving than the other two.
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* AIBreaker: Tanks normally attack and chase the closet survivor. If said closet survivor is standing next to an incapacitated survivor, the Tank will choose to beat on the downed survivor instead while ignoring the healthy survivor. Players knowing this can use the downed player as a decoy while the rest wail on the Tank with melee weapons to kill it very quickly. This isn't as effective on Expert difficulty due to the Tank killing downed survivors very fast.

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* AIBreaker: Tanks normally attack and chase the closet closest survivor. If said closet survivor is standing next to an incapacitated survivor, the Tank will choose to beat on the downed survivor instead while ignoring the healthy survivor. one[[note]]due to collision checks, this also happens with human players in Versus mode, so the trick also works on inexperienced Infected players[[/note]]. Players knowing this can use the downed player survivor as a decoy while the rest wail on the Tank with melee weapons to kill it very quickly. Tank. This isn't as effective on Expert difficulty difficulty, due to the Tank killing downed survivors very fast.Tank's boosted damage output.
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* AIBreaker: Tanks normally attack and chase the closet survivor. If said closet survivor is standing next to an incapacitated survivor, the Tank will choose to beat on the downed survivor instead while ignoring the healthy survivor. Players knowing this can use the downed player as a decoy while the rest wail on the Tank with melee weapons to kill it very quickly. This isn't as effective on Expert difficulty due to the Tank killing downed survivors very fast.
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* OnlySixFaces: Averted with a better common infected random generation system.

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* OnlySixFaces: Averted Subverted with a better common infected random generation system.system. However, there are less face textures overall for ''2''[='=]s common infected than there were for ''1''[='=]s, and ''1''[='=]s face textures would include things like alternate hair colors and distinctively black or Asian facial features. This is especially true with ''The Last Stand'', which brings back skins cut from the first game's beta alongside its retail skins.
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** The M60 machine gun fires bullets that shred infected, much like the mounted guns: its shots will gib common infected in one shot and pass through multiple bodies. Its high damage per shot, fairly rapid fire, and ammo capacity of 150 rounds will allow a player to fairly easily mow down an entire horde or tackle a Tank on their own. Its main drawback is that you cannot refill its ammo at all (not even with special ammo pickups) and you only get one full box. And once you run out, you automatically discard it, leaving you with only your secondary weapon unless a new primary happens to be on hand. In official campaigns, it is also perhaps the rarest special weapon of all, with only one guaranteed spawn in the Last Stand.

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** The M60 machine gun fires bullets that shred infected, much like the mounted guns: its shots will gib common infected in one shot and pass through multiple bodies. Its high damage per shot, fairly rapid fire, and ammo capacity of 150 rounds will allow a player to fairly easily mow down an entire horde or tackle a Tank on their own. Its main drawback is that you cannot refill its ammo at all (not even with special ammo pickups) and you only get one full box. And once you run out, you automatically discard it, leaving you with only your secondary weapon unless a new primary happens to be on hand. In official campaigns, it is also perhaps the rarest special weapon of all, with only one spawn randomly in The Passing (the update that introduces the weapon), Cold Stream, and a guaranteed spawn one in the The Last Stand.



* GolfClubbing: And it has the same attributes as the {{Katana|sAreJustBetter}} to boot, and just like in ''VideoGame/TeamFortress2'', it can decapitate if you aim high (you even get an achievement for beheading enough zombies with one). Unfortunately, it's only found in ''The Passing''.

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* GolfClubbing: And it has the same attributes as the {{Katana|sAreJustBetter}} to boot, and just like in ''VideoGame/TeamFortress2'', it can decapitate if you aim high (you even get an achievement for beheading enough zombies with one). Unfortunately, for official campaigns, it's only found in ''The Passing''.
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* UnintentionallyUnwinnable: There's a bug in the collision detection of the rescue boat that ends ''Swamp Fever'' and ''Hard Rain''; depending on where your character is standing, this can result in them drowning as it sails out from under them. It is both [[HopeSpot depressing]] and [[YouHaveGotToBeKiddingMe hilarious]] to die in this way.

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* UnintentionallyUnwinnable: UnintentionallyUnwinnable:
**
There's a bug in the collision detection of the rescue boat that ends ''Swamp Fever'' and ''Hard Rain''; depending on where your character is standing, this can result in them drowning as it sails out from under them. It is both [[HopeSpot depressing]] and [[YouHaveGotToBeKiddingMe hilarious]] to die in this way.way.
** In the [[CollectionSidequest scavenge finale]] of The Passing, the AI Director ''can'' spawn boredom hordes and specials if you take too long before talking to the first game's Survivors. If you do, activating the elevator will make the AI Director think you have lowered the bridge, and he will begin throwing the infinite Tanks and hordes at you... Even though you ''haven't'' lowered the bridge or even collected ''one'' gas can. And the best part? This doesn't reset if (when) you game-over. The only way to correct is to quit the campaign and start from the beginning.
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** The M79 grenade launcher, which requires much practice to use effectively –- that is, kill as many infected as possible without blowing your own team up in the process. It is the only weapon that has splash damage outside of grenades which in theory makes it great against hordes; additionally, it will one-shot most special infected with a direct hit and stagger them with a near miss. It also deals extra damage against Tanks, killing them in four hits on regular difficulty. However, the slow speed and arcing trajectory of its projectiles makes it difficult to hit moving targets at long range, and the explosion radius is just small enough to make it very easy to miss. Furthermore, it is a liability in close quarters: unless you are on elevated ground, you will likely end up hitting yourself and your teammates, and it reloads very slowly after each shot. As with all special weapons, the grenade launcher cannot be refilled at ammo piles, though its generous reserve of 31 rounds makes it rather more forgiving than the other two.

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** The M79 grenade launcher, which requires much practice to use effectively –- that is, kill as many infected as possible without blowing your own team up in the process. It is the only weapon that has splash damage outside of grenades which in theory makes it great against hordes; additionally, it will one-shot most special infected with a direct hit and stagger them with a near miss. It also deals extra damage against Tanks, killing them in four hits on regular difficulty. However, the slow speed and arcing trajectory of its projectiles makes it difficult to hit moving targets at long range, and the explosion radius is just small enough to make it very easy to miss. Furthermore, it is a liability in close quarters: unless you are on elevated ground, you will likely end up hitting yourself and your teammates, and it reloads very slowly after each shot. As with all special weapons, the grenade launcher cannot be refilled at ammo piles, though its generous reserve of 31 rounds makes it rather more forgiving than the other two.
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** The minigun and mounted M2 machine gun, which can shred oncoming hordes and Tanks like no other, are never positioned so they can effectively cover more than two of the generally five or so directions that zombies can come from in official maps. Additionally, the M2 is almost impossibly rare in comparison to the previous game's minigun, only showing up in two finales out of six.
** The M79 grenade launcher, which requires much practice to use effectively – that is, kill as many infected as possible without blowing your own team up in the process. The explosion radius is just small enough (and the projectile speed slow enough) to make it insanely hard to hit special infected with while also being just large enough to cause you to shred yourself and your teammates when used at close range. It also needs to reload after every shot and can't be refilled at ammo dumps.
** The M60 Machine gun fires bullets that shred infected, much like its mounted counterpart. The only caveat is that you cannot refill its ammo at all (not even with fire bullets) and you only get 150. And once you run out, you automatically discard it, leaving you with only your secondary weapon unless a new primary happens to be on hand.
** The Chainsaw that you can rarely find is the melee counterpart to the grenade launcher and M60 machine gun; it has limited "ammo" and cannot be refilled and is discarded. It shreds through infected like there's no tomorrow as it's effectively a rapid-firing melee weapon, and is one of the only weapons that can quickly and safely kill a Witch. However it also takes a long time to rev up, and attracts all nearby infected to you due to the noise. In addition, because it runs on limited ammo too, it's not advised to carry this weapon AND one of the above, as if you run out of ammo (much more likely than you'd think) for both before a resupply point, all you have left is one pistol.

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** The minigun and mounted M2 machine gun, which can shred oncoming hordes and Tanks like no other, Tanks, are never positioned so they can effectively cover more than two of the generally five or so directions that zombies can come from in official maps. They'll also overheat after about fifteen seconds of continuous firing, rendering them unusable for an entire minute. Additionally, the M2 is almost impossibly rare in comparison to the previous game's minigun, only showing up in two finales out of six.
** The M79 grenade launcher, which requires much practice to use effectively –- that is, kill as many infected as possible without blowing your own team up in the process. The It is the only weapon that has splash damage outside of grenades which in theory makes it great against hordes; additionally, it will one-shot most special infected with a direct hit and stagger them with a near miss. It also deals extra damage against Tanks, killing them in four hits on regular difficulty. However, the slow speed and arcing trajectory of its projectiles makes it difficult to hit moving targets at long range, and the explosion radius is just small enough (and the projectile speed slow enough) to make it insanely hard very easy to hit special infected with while also being just large enough to cause miss. Furthermore, it is a liability in close quarters: unless you to shred are on elevated ground, you will likely end up hitting yourself and your teammates when used at close range. It also needs to reload teammates, and it reloads very slowly after every shot and can't each shot. As with all special weapons, the grenade launcher cannot be refilled at ammo dumps.
piles, though its generous reserve of 31 rounds makes it rather more forgiving than the other two.
** The M60 Machine machine gun fires bullets that shred infected, much like its the mounted counterpart. The only caveat guns: its shots will gib common infected in one shot and pass through multiple bodies. Its high damage per shot, fairly rapid fire, and ammo capacity of 150 rounds will allow a player to fairly easily mow down an entire horde or tackle a Tank on their own. Its main drawback is that you cannot refill its ammo at all (not even with fire bullets) special ammo pickups) and you only get 150. one full box. And once you run out, you automatically discard it, leaving you with only your secondary weapon unless a new primary happens to be on hand.
hand. In official campaigns, it is also perhaps the rarest special weapon of all, with only one guaranteed spawn in the Last Stand.
** The Chainsaw that you can rarely find is the melee counterpart to the grenade launcher and M60 machine gun; it has limited "ammo" and cannot be refilled and is discarded. discarded after it is emptied. It shreds mows through infected like there's no tomorrow as it's effectively a rapid-firing melee weapon, and is one of the only weapons that tomorrow, including Witches, which it can quickly and safely kill a Witch. without alerting. However it also takes a long time to rev up, up if you switch to it, and attracts all nearby infected to you due to the noise. In addition, because it runs on limited ammo too, it's not advised Highly unadvisable to carry this weapon AND one of the above, as since if you run out of ammo (much more likely than you'd think) for both before a resupply point, all you have left is one the starter pistol.
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Merged per TRS


* UnintentionallyUnwinnable: There's a bug in the collision detection of the rescue boat that ends ''Swamp Fever'' and ''Hard Rain''; depending on where your character is standing, this can result in them drowning as it sails out from under them. It is both [[HopeSpot depressing]] and [[YouHaveGotToBeKiddingMe hilarious]] to die in this way.



* UnwinnableByMistake: There's a bug in the collision detection of the rescue boat that ends ''Swamp Fever'' and ''Hard Rain''; depending on where your character is standing, this can result in them drowning as it sails out from under them. It is both [[HopeSpot depressing]] and [[YouHaveGotToBeKiddingMe hilarious]] to die in this way.
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* AwesomeButImpractical: The mounted machine guns available in certain areas (most notably the finales of The Sacrifice and Swamp Fever) are bar none the most powerful weapons in the game, being able to take down Tanks in a short period of time, have unlimited ammo, and never need to reload. However, they're often placed in inconvenient locations, only swivel around a 180 degree arc (meaning that your backside is completely exposed), you must stand completely still to use it (leaving you at the mercy of Spitters, Hunters, Chargers in your blind spots), shooting it for too long will cause it to overheat and render it useless for an entire minute, and Tanks will ''still'' come after you and throw rocks at you, the latter throwing you off the machine gun and making you a sitting duck. In fact, Tanks are [[ArtificialBrilliance specifically programmed to go after the Survivor on the mounted machine gun ''first'',]] though [[ArtificalStupidity this can also be exploited to draw aggro.]] As a result, it's often more convenient to get down and dirty the old fashioned way, but Louis handles it just fine in The Passing. In short, use it if you can, but do so at your own risk.

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* AwesomeButImpractical: The mounted machine guns available in certain areas (most notably the finales of The Sacrifice and Swamp Fever) are bar none the most powerful weapons in the game, being able to take down Tanks in a short period of time, have unlimited ammo, and never need to reload. However, they're often placed in inconvenient locations, only swivel around a 180 degree arc (meaning that your backside is completely exposed), you must stand completely still to use it (leaving you at the mercy of Spitters, Hunters, Chargers in your blind spots), shooting it for too long will cause it to overheat and render it useless for an entire minute, and Tanks will ''still'' come after you and throw rocks at you, the latter throwing you off the machine gun and making you a sitting duck. In fact, Tanks are [[ArtificialBrilliance specifically programmed to go after the Survivor on the mounted machine gun ''first'',]] though [[ArtificalStupidity [[ArtificialStupidity this can also be exploited to draw aggro.]] As a result, it's often more convenient to get down and dirty the old fashioned way, but Louis handles it just fine in The Passing. In short, use it if you can, but do so at your own risk.
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* TokenMinority: Averted.

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* TokenMinority: Averted.Averted with Coach and Rochelle, both being Black survivors.
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In 2014, [[RemadeForTheExport a Japan-only arcade version, using the NESICA arcade board]] was published by Taito. It features Japanese voice acting, an entirely new cast of survivors, and unlockables including weapon skins, but [[{{Bowdlerize}} tones down the violence and gore to the same level as the German version of the original game]]. It was discontinued in July 2017 where existing functional machines can only play single player or local link multiplayer only.

On September 24 2020, Valve released (after a ''long'' ten year gap) a new mega update called [[https://www.youtube.com/watch?v=wJMF-zxgbLc The Last Stand]]. Made by prominent modders and community members, it featured a new campaign, added dozens of Survival maps, two new melee weapons (the shovel and pitchfork), rebalanced PVP, improved AI, improved weapon models, new character animations, fully implementing the ''VideoGame/CounterStrike'' weapons[[note]]Which Valve added to the German version of the game as a sort of apology for having to tone down the gore; they could spawn in the base game, but only if you were playing on a European server or used mods that enabled them.[[/note]], adding weapon skins as rare drop variants of existing weapons, and implementing in previously DummiedOut voice clips.

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In 2014, [[RemadeForTheExport a Japan-only arcade version, using the NESICA arcade board]] was published by Taito. It features Japanese voice acting, an entirely new cast of survivors, and unlockables including weapon skins, but [[{{Bowdlerize}} tones down the violence and gore to the same level as the German version of the original game]]. It was discontinued in July 2017 where existing functional machines can only play single player or local link multiplayer only.

only. Unlike usual arcade shooting games, the game plays like the base game, with a repurposed Nunchuk and a standard issue PC mouse serving as the controls, and instead of playing with VideoGameLives, the game is "rented" by having coins buy SVP (Survivor Points), which serves as both time-to-play and additional currency to buy exclusive items.

On September 24 2020, Valve released greenlighted (after a ''long'' ten year gap) a new mega update called [[https://www.youtube.com/watch?v=wJMF-zxgbLc The Last Stand]]. Made by prominent modders and community members, it featured a new campaign, added dozens of Survival maps, two new melee weapons (the shovel and pitchfork), rebalanced PVP, improved AI, improved weapon models, new character animations, fully implementing the ''VideoGame/CounterStrike'' weapons[[note]]Which Valve added to the German version of the game as a sort of apology for having to tone down the gore; they could spawn in the base game, but only if you were playing on a European server or used mods that enabled them.[[/note]], adding weapon skins as rare drop variants of existing weapons, and implementing in previously DummiedOut voice clips.
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This was followed by the ''Left 4 Dead 2'' DLC "The Passing", which [[MassiveMultiplayerCrossover brings the original survivors and the new ones together]] (well, three of them anyway) and "The Sacrifice" for both games, which lets players choose who makes [[HeroicSacrifice the ultimate sacrifice]] and was preceded by a [[http://www.l4d.com/comic/ free comic]]. The latter update also made "No Mercy" available in the sequel, complete with the original survivors as the playable characters. Cue rumors that Valve planned to make the entire first game [[EmbeddedPrecursor available for free in the sequel]] (which they did) and more cries of "ruined forever!".

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This was followed by the ''Left 4 Dead 2'' DLC "The Passing", which [[MassiveMultiplayerCrossover brings the original survivors and the new ones together]] (well, three of them anyway) and "The Sacrifice" for both games, which lets players choose who makes [[HeroicSacrifice the ultimate sacrifice]] and was preceded by a [[http://www.l4d.com/comic/ free comic]]. The latter update also made "No Mercy" available in the sequel, complete with the original survivors as the playable characters. Cue rumors that Valve planned to make the entire first game [[EmbeddedPrecursor available for free in the sequel]] (which they did) and more cries of "ruined forever!".
the first game owners being ripped off.



On September 24 2020, Valve released (after a ''long'' ten year gap) a new DLC called [[https://www.youtube.com/watch?v=wJMF-zxgbLc The Last Stand]]. Made by prominent modders and community members, it featured a new campaign, added dozens of Survival maps, two new melee weapons (the shovel and pitchfork), rebalanced PVP, improved AI, improved weapon models, new character animations, fully implementing the ''VideoGame/CounterStrike'' weapons[[note]]Which Valve added to the German version of the game as a sort of apology for having to tone down the gore; they could spawn in the base game, but only if you were playing on a European server or used mods that enabled them.[[/note]], adding weapon skins as rare drop variants of existing weapons, and implementing in previously DummiedOut voice clips.

to:

On September 24 2020, Valve released (after a ''long'' ten year gap) a new DLC mega update called [[https://www.youtube.com/watch?v=wJMF-zxgbLc The Last Stand]]. Made by prominent modders and community members, it featured a new campaign, added dozens of Survival maps, two new melee weapons (the shovel and pitchfork), rebalanced PVP, improved AI, improved weapon models, new character animations, fully implementing the ''VideoGame/CounterStrike'' weapons[[note]]Which Valve added to the German version of the game as a sort of apology for having to tone down the gore; they could spawn in the base game, but only if you were playing on a European server or used mods that enabled them.[[/note]], adding weapon skins as rare drop variants of existing weapons, and implementing in previously DummiedOut voice clips.



** If you play in single player mode often, {{Game Mod}}s such as [[https://steamcommunity.com/sharedfiles/filedetails/?id=2279814689 Left 4 Bots: Improved Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab and use throwables, share items, and even in custom maps they hardly get stuck because of bad path-finding. The linked mod also allows to have bots take over being the leader along with returning the leader role to player in case of getting stuck, and added feature for bots to be able to scavenge gas cans in campaign stages with scavenge objectives.

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** If you play in single player mode often, {{Game Mod}}s such as [[https://steamcommunity.com/sharedfiles/filedetails/?id=2279814689 Left 4 Bots: Improved Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab and use throwables, share items, and even in custom maps they hardly get stuck because of bad path-finding. The linked mod also allows to have bots take over being the leader along with returning the leader role to player in case of getting stuck, ability to use "warp" chat command to teleport survivor bots to your location, and added feature for bots to be able to scavenge gas cans in campaign stages with scavenge objectives.

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** If you play in single player mode often, {{Game Mod}}s such as [[https://steamcommunity.com/sharedfiles/filedetails/?id=2279814689 Left 4 Bots: Improved Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab melee weapons so that two out of four survivors have them for more combat versatility, adding support for using throwables, and even in custom maps they hardly get stuck because of bad path-finding. The linked mod also allows to have bots take over being the leader as well as returning the leader role to player in case of getting stuck.

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** If you play in single player mode often, {{Game Mod}}s such as [[https://steamcommunity.com/sharedfiles/filedetails/?id=2279814689 Left 4 Bots: Improved Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab melee weapons so that two out of four survivors have them for more combat versatility, adding support for using and use throwables, share items, and even in custom maps they hardly get stuck because of bad path-finding. The linked mod also allows to have bots take over being the leader as well as along with returning the leader role to player in case of getting stuck.stuck, and added feature for bots to be able to scavenge gas cans in campaign stages with scavenge objectives.



* BlatantItemPlacement: Zigzagged. A lot of guns are found by dead survivors, Whitaker's gun store, security room gun lockers, or a suitcase that contains money as well as pistols, explosive items are usually found near generators, and axes, crow bars and guitars spawn where they'd be used. But on the other hand, a lot of items spawn in very ''illogical'' places. There's massive heaps of Ammo in meeting rooms, sewers or in a certain bathroom, pills can spawn in urinals, a motel is full of jars of bile and pipe bombs, the store next to Whitaker's usually has a Molotov. There are entire lockers full of Molotovs or Pipebombs in various buildings, and just past a wedding are several tents full of guns. Whispering Oaks has a bizarre number of guns for a kids theme-park, explosive ammo and incendiary ammo just spawn in the back of trucks, there's almost no reason for a katana to spawn ''anywhere'', the list just goes on.

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* BlatantItemPlacement: Zigzagged. A lot of guns are found by dead survivors, Whitaker's gun store, security room gun lockers, or a suitcase that contains money as well as pistols, explosive items are usually found near generators, and axes, crow bars and guitars spawn where they'd be used. But on the other hand, a lot of items spawn in very ''illogical'' places. There's massive heaps of Ammo in meeting rooms, sewers or in a certain bathroom, pills can spawn in urinals, a motel is full of jars of bile and pipe bombs, the store next to Whitaker's usually has a Molotov. There are entire lockers full of Molotovs or Pipebombs in various buildings, and just past a wedding are several tents full of guns. Whispering Oaks has a bizarre number of guns for a kids theme-park, explosive ammo and incendiary ammo just spawn in the back of trucks, there's almost no reason for a really sharp katana to spawn ''anywhere'', the list just goes on.



** This goes for the survivor bots too, as they have aimbot accuracy, and cannot directly cause friendly fire(being able to literally shoot through others). [[JustifiedTrope It works]], as a half-decent human player is still more efficient overall (due to other factors like bots not being able to use grenades or any particular strategy beyond shooting things), yet a team isn't completely screwed if a player leaves mid-game.

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** This goes for the survivor bots too, as they have aimbot accuracy, and cannot directly cause friendly fire(being able to literally shoot through others).others) yet chide you (and add it to the friendly fire incident list in the end results) for doing it because of how often AI survivors running around especially in panic events. [[JustifiedTrope It works]], as a half-decent human player is still more efficient overall (due to other factors like bots not being able to use grenades or any particular strategy beyond shooting things), yet a team isn't completely screwed if a player leaves mid-game.



** [[https://steamcommunity.com/sharedfiles/filedetails/?id=2250557219 Left 4 Grief]] mod, made by the same maker as "Left 4 Bots: Improved bots", allow the player to turn off friendly fire completely for all supported gameplay modes (including single player) along with several minor new gameplay tweaks such as punishing "rushers" and make friendly fire bounce back damage if enabled.



* {{Griefer}}: Per [[ForumSpeak G.I.F.T]], you're guaranteed to come across them in public matches. The most common type of griefer are players that shoot their own teammates to death, which is ''extremely'' common on Expert difficulty games due to the sheer friendly fire damage.

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* {{Griefer}}: Per [[ForumSpeak G.I.F.T]], Given the nature of public gameplay sessions, you're guaranteed to come across them in public matches. The most common type of griefer are players that shoot their own teammates to death, which is ''extremely'' common on Expert difficulty games due to the sheer friendly fire damage.



** Averted in the final chapter of each campaign after the rescue vehicle has been summoned. Dying means you get KilledOffForReal.

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** Averted in the final chapter of each campaign after the rescue vehicle has been summoned. Dying Being literally LeftForDead means you get KilledOffForReal.that the play will be (non-canonically apart from Bill in The Sacrifice) in "memory" of those who are left for dead.



** Last Man On Earth removes all common infected... as well as the other three survivors. The only saving grace is that you'll revive automatically after being stunned to incapacitation by Hunter, Smoker, Jockey, and Charger. Otherwise... you have to repeat the stage until you give up or succeed.



** [=TAAAAAAAAAAAAAAAANNNK!!!=] plays it for fun, by removing AI-controlled special infected and having players only be survivors or Tanks. This can actually make the game much easier, as survivors can [[LeeroyJenkins just run like hell through the level]] without having to worry about being grabbed by a special.

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** [=TAAAAAAAAAAAAAAAANNNK!!!=] plays it for fun, by removing AI-controlled special infected and having players only be survivors or Tanks. This can actually make the game much easier, as survivors can [[LeeroyJenkins just run like hell through the level]] without having to worry about being grabbed stunned by a special.Hunter, Smoker, Jockey, or Charger.


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* UnwinnableByDesign: One of the still-listed achievement is tied into the long-gone event Valve Gift Grab 2011.
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Minor touch-up.


** The infected can never trigger car alarms, despite the undead jumping all over cars on the regular. Likewise, Tanks can't trigger car alarms if it punches one and the alarm is destroyed instead.

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** The infected can never trigger car alarms, despite the undead jumping all over cars on the regular. Likewise, Tanks can't trigger car alarms if it a Tank punches one and an alarmed car, the alarm is destroyed instead.permanently disabled.

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** The infected can never trigger car alarms, despite the undead jumping all over cars on the regular.

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** The infected can never trigger car alarms, despite the undead jumping all over cars on the regular. Likewise, Tanks can't trigger car alarms if it punches one and the alarm is destroyed instead.


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** A Spitter's spit that lands in an elevator will leave behind a much smaller pool and will fizzle out more quickly so that the survivors aren't cheap shotted when the doors are closing in.
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** Played straight with Cold Stream and The Last Stand, which don't fit into the canon of the story and are considered "what if" scenarios. Both of them are community-made campaigns that were added to the game by Valve.

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** Played straight with Cold Stream and The Last Stand, which don't fit into the canon of the story and are considered "what if" scenarios.scenarios (Judging from the set-up, Cold Stream seems to be an alternate Swamp Fever while The Last Stand seems to be an alternate Death Toll). Both of them are community-made campaigns that were added to the game by Valve.
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change the bot mod into the most stable working one due to the linked mod reportedly broken post TLS


** If you play in single player mode often, {{Game Mod}}s such as [[http://steamcommunity.com/sharedfiles/filedetails/?id=121071938 Improved]] [[http://steamcommunity.com/sharedfiles/filedetails/?id=121071656 Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab melee weapons so that two out of four survivors have them for more combat versatility, and even in custom maps they hardly get stuck because of bad path-finding.

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** If you play in single player mode often, {{Game Mod}}s such as [[http://steamcommunity.com/sharedfiles/filedetails/?id=121071938 Improved]] [[http://steamcommunity.com/sharedfiles/filedetails/?id=121071656 [[https://steamcommunity.com/sharedfiles/filedetails/?id=2279814689 Left 4 Bots: Improved Bots]] are a good way to avoid breaking your monitor in frustration. They're still not nearly as good as good human players, though it helps that their reaction time to being pinned or snagged is shorter, they can grab melee weapons so that two out of four survivors have them for more combat versatility, adding support for using throwables, and even in custom maps they hardly get stuck because of bad path-finding.path-finding. The linked mod also allows to have bots take over being the leader as well as returning the leader role to player in case of getting stuck.
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** As of the Last Stand update, Survivor bots AI are noticeably improved, like how they maintain a great deal of distance to minimize friendly fire, defeats infected, common and special alike, faster, almost never visibly teleporting (a known pathfinding issue workaround), as well as visibly improved reaction time. However, they have some quirks like prioritizing killing special infected over bashing survivors to save them (such as Smoker, if the Smoker is out of AI Survivor's line of fire, then it's a large chance that the bound survivor is left for dead). The distancing might also cause problems on several custom maps, where they won't close in on small boxed areas like escape points or elevators (due to fixes on nav files, the official campaigns has no issues), making it possible to get stuck.
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* AwesomeButImpractical: The mounted machine guns available in certain areas (most notably the finales of The Sacrifice and Swamp Fever) are bar none the most powerful weapons in the game, being able to take down Tanks in a short period of time, have unlimited ammo, and never need to reload. However, they're often placed in inconvenient locations, only swivel around a 180 degree arc (meaning that your backside is completely exposed), you must stand completely still to use it (leaving you at the mercy of Spitters, Hunters, Chargers in your blind spots), shooting it for too long will cause it to overheat and render it useless for an entire minute, and Tanks will ''still'' come after you and throw rocks at you, the latter throwing you off the machine gun and making you a sitting duck. In fact, Tanks are [[ArtificialBrilliance specifically programmed to go after the Survivor on the mounted machine gun ''first''.]] As a result, it's often more convenient to get down and dirty the old fashioned way, but Louis handles it just fine in The Passing. In short, use it if you can, but do so at your own risk.

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* AwesomeButImpractical: The mounted machine guns available in certain areas (most notably the finales of The Sacrifice and Swamp Fever) are bar none the most powerful weapons in the game, being able to take down Tanks in a short period of time, have unlimited ammo, and never need to reload. However, they're often placed in inconvenient locations, only swivel around a 180 degree arc (meaning that your backside is completely exposed), you must stand completely still to use it (leaving you at the mercy of Spitters, Hunters, Chargers in your blind spots), shooting it for too long will cause it to overheat and render it useless for an entire minute, and Tanks will ''still'' come after you and throw rocks at you, the latter throwing you off the machine gun and making you a sitting duck. In fact, Tanks are [[ArtificialBrilliance specifically programmed to go after the Survivor on the mounted machine gun ''first''.''first'',]] though [[ArtificalStupidity this can also be exploited to draw aggro.]] As a result, it's often more convenient to get down and dirty the old fashioned way, but Louis handles it just fine in The Passing. In short, use it if you can, but do so at your own risk.
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** ''Swamp Fever'' has "Mud Men", who can move more quickly than other zombies and can obscure your vision with mud.
** ''Hard Rain'' has infected sugar mill workers, whose ear protection gear prevent them from being lured to pipe bombs, and whose hard hats make them more resilient to melee weapons.
** ''The Parish'' has infected riot cops, whose body armor makes them invincible to all attacks from the front.

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** ''Swamp Fever'' has "Mud Men", who can move more quickly than other zombies zombies, are harder to hit due to their hunched posture, and can obscure your vision with mud.
** ''Hard Rain'' has infected sugar mill workers, whose ear protection gear prevent them from being lured to by pipe bombs, and whose hard hats make them more resilient to melee weapons.
** ''The Parish'' has infected riot cops, whose body armor makes them invincible to all melee attacks as well as gunfire from the front.
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* UselessItem: The oxygen tank is an explosive item that goes off a few seconds after it is shot. The infected generally won't wait for the tank to explode, making it nearly worthless to use effectively. The Last Stand update gave the oxygen tank a secondary effect where the hissing it creates after being shot will attract nearby common infected towards it like a pipe bomb, making the item more viable to use.

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* UselessItem: The oxygen tank is an explosive item that goes off a few seconds after it is shot. The infected generally won't wait for the tank to explode, making it nearly worthless to use effectively. The Last Stand update gave the oxygen tank a secondary effect where the hissing it creates after being shot will attract nearby common infected towards it like a pipe bomb, including the uncommon Worker Infected which normally [[KungFuProofMook ignore pipe bombs]], making the item more viable to use.

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