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** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and pretty much make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!

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** The first two-thirds of the Sugar Mill in "Hard Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and pretty much make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!
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* NintendoHard: Many Mutation gametypes.
** 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 a Hunter, Smoker, Jockey, and Charger. Otherwise... you have to repeat the stage until you give up or succeed.
** Hard Eight causes eight special infected to spawn at once.
** Special Delivery eliminates common infected but [[HarderThanHard ensures a full set of]] '''''[[HarderThanHard TEN]]''''' [[HarderThanHard special infected at all times.]]
** Lone Gunman surpasses Expert damage even on Easy (ANY damage at all is game over on Expert Lone Gunman), allowing only one survivor armed with only a magnum and grenades, and spawning Boomers constantly.
** [=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 stunned by a Hunter, Smoker, Jockey, or Charger. A Co-op equivalent, Tank Run, was added in the Last Stand update, which removes common infected but makes every Special Infected spawn as a Tank. And they spawn on a timer, so multiple Tanks can be active at a time if you don't kill the previous one before the next shows up.
** Obtaining the "Strength In Numbers" achievement. To earn this, you have play Team VS or Team Scavenge with a group of your friends and beat the other team who are random players that are friends with each other. The catch? There will always be one team who will all RageQuit and screw over the other team out of earning the achievement. On top of this, Team VS/Scavenge is hardly used at all since most people prefer public games where it is easier to set up and get a game going more quickly. With rage quitting and people not playing these game modes, the achievement is pretty much unobtainable without boosting.
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*** For many new players, running the Screaming Oak rollercoaster midway through "Dark Carnival". Especially if it's a group of four newbies on a Normal difficulty game. Rarely does one make it through if they're new to the game unless there are also experienced players in the team to guide them, since it's a long, winding zombie gauntlet with little room for screwing up and very high potential for a team-wipe from an unluckily-placed Charger. It doesn't help that falling off the tracks means having to backtrack through a huge mass of Infected, making Smokers and Jockeys especially lethal.
*** The crescendo event of "The Barns". Notable because there isn't a large wave of zombies like other crescendo events; rather, it's an ENDLESS OCEAN of zombies that doesn't let up until you get into the safe house and close the door. Also interesting to note that this is the chapter right before the concert finale and is notably harder if you aren't prepared.[[note]]Since the AI Director caps the number of zombies in play, it is recommended to distract the zombies with a pipe bomb or Boomer bile, so stock up on those for this one.[[/note]] A Chainsaw (or any melee weapon, for that matter, though the chainsaw doesn't have an attack delay) is also helpful in this part since you can just mow through the horde.
** "Swamp Fever" is disliked as a whole because there's a lot of water that makes you move slower, [[MarathonLevel the levels go on for far longer than any other official levels in the game]], the mud men's mud [[InterfaceScrew covers your screen]], and its overall level design is generally not as interesting as the other campaigns due to large amount of object and layout repetition in the swampy forest and shantytown areas. The finale has you fight two Tanks at once. Combined with the narrow terrain, staying out of the Tanks' reach is incredibly difficult, and this finale will usually result in at least one death even on successful attempts.
** The Sugar Mill in "Hard Rain", where up to ''twenty'' Witches can spawn. This is largely SchmuckBait, as the witches are the "wandering" type and are harder to spook... but even with experienced players, a shot can go wild.

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*** For many new players, "The Coaster" is infamous for the crescendo event that has the survivors running through the titular Screaming Oak rollercoaster midway through "Dark Carnival". Especially if it's a group of four newbies on a Normal difficulty game. Rarely does one make it through if they're in order to shut off an alarm, especially for new to the game unless there are also players who don't have experienced players in the team to guide them, since it's them. It is a long, winding zombie gauntlet with little room for screwing up and very high potential for a team-wipe from an unluckily-placed Charger. It doesn't help that falling off the tracks means having to backtrack through a huge mass of Infected, making Smokers and Jockeys especially lethal.
*** The crescendo event of "The Barns". Notable because there isn't a large wave of zombies like other crescendo events; rather, it's an ENDLESS OCEAN '''endless ocean''' of zombies that doesn't let up until you get into the safe house and close the door. Also interesting to note that this is the chapter right before the concert finale and is notably harder if you aren't prepared.[[note]]Since the AI Director caps the number of zombies in play, it is recommended to distract the zombies with a pipe bomb or Boomer bile, so stock up on those for this one.[[/note]] A Chainsaw (or any melee weapon, for that matter, though the chainsaw doesn't have an attack delay) is also helpful in this part since you can just mow through the horde.
** "Swamp Fever" is disliked as a whole because there's a lot of water that makes you move slower, [[MarathonLevel the levels go on for far longer than any other official levels in the game]], the mud men's mud [[InterfaceScrew covers your screen]], and its overall level design is generally not as interesting as the other campaigns due to large amount of object and layout repetition in the swampy forest and shantytown areas. The finale has you fight two Tanks at once. Combined with the narrow terrain, staying out of the Tanks' reach is incredibly difficult, and this finale will usually result in at least one death even on successful attempts.
attempts.
** The first two-thirds of the Sugar Mill in "Hard Rain", where Rain" are mainly comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and pretty much make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''twenty'' ''fifteen wandering Witches can spawn. This is largely SchmuckBait, as spawn throughout the witches are the "wandering" type and are level.'' In spite of this variant being harder to spook... but even with experienced players, spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a shot poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can go wild.toss you off for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!
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** The Charger can be this, if an unlucky survivor is near any bottomless pit, or any high sections where they can fall. As a Charger can [[TakingYouWithMe charge into them and carry them to an instant kill via falling to their death.]]

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--> '''Ellis, being ridden by a Jockey:''' IS THIS THING HUMPING ME?!



** The pitchfork is just as bad due to lacking splash damage ''entirely''. The only attack is thrusting the weapon forward, which completely ignores any zombies that are only a bit left or right from the central strike spot.

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** The pitchfork is just as bad due to lacking splash damage ''entirely''. The only attack is thrusting the weapon forward, which completely ignores any zombies that are only a bit left or right from the central strike spot. It can perform a sideways swing with decent range, but only on every third attack, and you could just as easily do that on ''every'' swing by just grabbing a Katana or Fire Axe instead.



** 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, where 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 to reach the safe room, unlike in Dark Carnival).

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** 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, where what was once a panic event was upgraded to a Rolling Crescendo.Crescendo (i.e. you get attacked by hordes endlessly until you reach the saferoom or die). 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 to reach the safe room, unlike in Dark Carnival).
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** The knife is much slower than you'd expect such a tiny weapon to be, and for some stupid reason [[https://www.youtube.com/watch?v=aFF_Ey7Hjqw its damage tracer arc droops down the further to the right it goes, making it the most inconsistent weapon to hit enemies with.]] Notably, all of the issues with the weapon were introduced in the Last Stand update, likely as a way of {{nerf}}ing it as previously it was one of the better melee weapons in the game.

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** The Last Stand update {{nerf}}ed the knife is to the point it went from being one of the best melee weapons in the game to almost worthless: it's much slower than you'd expect such a tiny weapon to be, and for some stupid reason [[https://www.youtube.com/watch?v=aFF_Ey7Hjqw its damage tracer arc droops down the further to the right it goes, making it the most inconsistent weapon to hit enemies with.]] Notably, all of An update in August 2023 reverted the issues with the hitbox issue and made it a great weapon were introduced again, in the Last Stand update, likely as a way spite of {{nerf}}ing it as previously it was one of the better melee weapons in the game.keeping its reduced swing speed.
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* VindicatedByHistory: The game's pre-release reaction was rocky to say the least, and when the infamous boycott campaign died down at launch, people were still divided on certain aspects. Nowadays? The game's considered one of the best sequels (if not shooters in general) of all time, and still enjoys a daily player-base of ten thousand players a day a decade after release thanks to a vibrant and active community. It helps that since around 2015, the game is on sale for very cheap during sales events.

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* VindicatedByHistory: The game's pre-release reaction was rocky to say the least, and when the infamous boycott campaign died down at launch, people were still divided on certain aspects. Nowadays? The game's considered one of the best sequels (if not shooters in general) of all time, and still enjoys a daily player-base of ten thousand players a day a decade after release thanks to a vibrant and active community. It helps that since around 2015, the game is on sale for very cheap (in some places, it's just as expensive as two cans of soda!) during sales events.
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** Due to a typo in the common infected's animation file, common infected immediately ragdoll upon being killed by a sharp melee weapon, allowing hordes of them to be killed more quickly with sharp weapons.
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** "Wing and a Prayer" requires you to survive the airliner crescendo in Swamp Fever ''without taking damage''. Said event is one of the lengthier hordes in the game, and the terrain makes it virtually impossible to avoid getting swarmed by zombies from all sides. Oh, and friendly fire ''does count'' as taking damage, even on Easy where it deals no actual damage, meaning that a stray bullet from your teammates while Infected are swarming can void the achievement through no fault of your own. The one saving grace of the achievement is that it's tied to an individual player rather than the entire party, allowing you to cheese it by staying in the safe room until your teammates complete the event, but that's assuming they can get that far with only 3 people.

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** "Wing and a Prayer" requires you to survive the airliner crescendo in Swamp Fever ''without taking damage''. Said event is one of the lengthier hordes in the game, and the terrain makes it virtually impossible to avoid getting swarmed by zombies from all sides. Oh, and friendly fire ''does count'' as taking damage, even on Easy where it deals no actual damage, meaning that a [[MurphysBullet stray bullet from your teammates while Infected are swarming can void the achievement achievement]] through no fault of your own. The one saving grace of the achievement is that it's tied to an individual player rather than the entire party, allowing you to cheese it by staying in the safe room until your teammates complete the event, but that's assuming they can get that far with only 3 people.
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* VindicatedByHistory: The game's pre-release reaction was rocky to say the least, and when the infamous boycott campaign died down at launch, people were still divided on certain aspects. Nowadays? The game's considered one of the best sequels (if not shooters in general) of all time, and still enjoys a daily player-base of ten thousand players a day a decade after release thanks to a vibrant and active community.

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* VindicatedByHistory: The game's pre-release reaction was rocky to say the least, and when the infamous boycott campaign died down at launch, people were still divided on certain aspects. Nowadays? The game's considered one of the best sequels (if not shooters in general) of all time, and still enjoys a daily player-base of ten thousand players a day a decade after release thanks to a vibrant and active community. It helps that since around 2015, the game is on sale for very cheap during sales events.
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--> '''Rochelle:''' She'll be there when we get back. Also, she's a car. Also, [[{{Squick}} that's just creepy]].

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--> '''Rochelle:''' She'll You'll be there when we get back.back with her soon enough. Also, she's a car. Also, [[{{Squick}} that's just And this is creepy]].

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** There's also Ellis and [[CoolCar Jimmy Gibbs Jr.'s Car]]. He gushes ''hard'' over the vehicle and acts sentimental to the point of dedicating a little goodbye speech to it when they have to proceed on foot when they reach the jammed road by Whispering Oaks.

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** There's also Ellis and [[CoolCar Jimmy Gibbs Jr.'s Car]]. He gushes ''hard'' over the vehicle and acts sentimental to the point of dedicating a little goodbye speech to it when they have to proceed on foot when they reach the jammed road by Whispering Oaks. The Last Stand update's dialogue doesn't even pretend his attraction to the car isn't canon anymore:
--> '''Rochelle:''' She'll be there when we get back. Also, she's a car. Also, [[{{Squick}} that's just creepy]].

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* AnnoyingVideoGameHelper: The survivor AI when it comes to healing. They will do their damn best to keep you going, but ignore anything else occurring at the moment. [[ArtificialStupidity Even if that means stopping you where you're standing, potentially condemning you, them, or some other teammate to death]]. Not to mention how they persistently try to heal you the second your health drops below 30. They adjust their "judgement" a little depending on how much temporary life you have, but not very much [[note]]For some incredibly stupid reason, the AI treats temporary health gained by pills and adrenaline shots as being ''half'' of that of permanent health, which often results in the AI wasting a health kit if they only have temporary health, rather than savoring that temporary health and using a health kit much later. The cvar "sb_temp_health_consider_factor 1.0" can be used to rectify this, but a mod is required to implement this without enabling cheats.[[/note]]. The only way to refuse treatment from them is to pull out a healing item of your own (pills, adrenaline or a medkit).

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* AnnoyingVideoGameHelper: AnnoyingVideoGameHelper:
**
The survivor AI when it comes to healing. They will do their damn best to keep you going, but ignore anything else occurring at the moment. [[ArtificialStupidity Even if that means stopping you where you're standing, potentially condemning you, them, or some other teammate to death]]. Not to mention how they persistently try to heal you the second your health drops below 30. They adjust their "judgement" a little depending on how much temporary life you have, but not very much [[note]]For some incredibly stupid reason, the AI treats temporary health gained by pills and adrenaline shots as being ''half'' of that of permanent health, which often results in the AI wasting a health kit if they only have temporary health, rather than savoring that temporary health and using a health kit much later. The cvar "sb_temp_health_consider_factor 1.0" can be used to rectify this, but a mod is required to implement this without enabling cheats.[[/note]]. The only way to refuse treatment from them is to pull out a healing item of your own (pills, adrenaline or a medkit).medkit).
** AI Ellis, since he always grabs the Sniper Rifles on sight. Because the Survivor AI is borrowed from ''Counter-Strike'', they'll always switch to pistols when an enemy gets too close. Since this is a zombie game, the chances of that happening are ''very'' high. Cut to Ellis constantly getting the least kills for not using the Sniper Rifles often enough. In the ported ''[=L4D1=]'' campaigns, Zoey also suffers from this for the exact same reason.



** "Wing and a Prayer" requires you to survive the airliner crescendo in Swamp Fever ''without taking damage''. Said event is one of the lengthier hordes in the game, and the terrain makes it virtually impossible to avoid getting swarmed by zombies from all sides. The one saving grace of the achievement is that it's tied to an individual player rather than the entire party, allowing you to cheese it by staying in the safe room until your teammates complete the event, but that's assuming they can get that far with only 3 people.

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** "Wing and a Prayer" requires you to survive the airliner crescendo in Swamp Fever ''without taking damage''. Said event is one of the lengthier hordes in the game, and the terrain makes it virtually impossible to avoid getting swarmed by zombies from all sides. Oh, and friendly fire ''does count'' as taking damage, even on Easy where it deals no actual damage, meaning that a stray bullet from your teammates while Infected are swarming can void the achievement through no fault of your own. The one saving grace of the achievement is that it's tied to an individual player rather than the entire party, allowing you to cheese it by staying in the safe room until your teammates complete the event, but that's assuming they can get that far with only 3 people.



** "Wedding Crasher" is a Versus achievement that requires you to play as a Charger, grab a survivor, and plow through 8 chairs at the wedding in ''The Passing''. The amount of luck required for this is astronomical, to say the least, as you need all of the following to happen: you spawn as a Charger at the wedding section (remember that what Infected you get is completely random), the enemy doesn't breeze past the wedding or shoot you dead on sight, most of the chairs remain untouched until you charge, and you need to land your charge ''and take your victim in the right direction, at a long enough distance to plow through the chairs''. It's hard to get this achievement even with a friend on the enemy team helping you because of the luck, precision, and small window of opportunity required.
** "Pure Satisfaction" requires you to kill 20 Jockeys with either a Shovel or Pitchfork. Setting aside how AI Jockeys are annoyingly hard to hit with melee weapons before they pounce on you, you're stuck trying to get this with either a mediocre melee weapon (the Shovel has decent range, but a terrible swing rate and dodgy hit detection) or one of the worst weapons in the game (see ScrappyWeapon for how bad the Pitchfork is).



* TierInducedScrappy: AI Ellis is this, since he always grabs the Sniper Rifles on sight. Because the Survivor AI is borrowed from ''Counter-Strike'', they'll always switch to pistols when an enemy gets too close. Since this is a zombie game, the chances of that happening are ''very'' high. Cut to Ellis constantly getting the least kills for not using the Sniper Rifles often enough. In the ported ''[=L4D1=]'' campaigns, Zoey also suffers from this for the exact same reason.

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%%(ZCE)* BreatherLevel: The elevator in ''Dead Center'' and the raft in ''Swamp Fever''.

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%%(ZCE)* BreatherLevel: * BreatherLevel:
**
The elevator in ''Dead Center'' and the raft in ''Swamp Fever''.Fever'' are short sections with no zombies whatsoever, giving players a couple moments to calm down before facing the horde again.
** The finale of ''Dark Carnival''. After going through two of the most brutal gauntlets in the game, a simple holdout finale where you get plenty of supplies and gas cans (and functionally-identical fireworks boxes) to hold off waves of Infected while also having enough room to dodge Tanks and some nice music playing in the background is rather relaxing in comparison.



** The Nightstick is easily the least popular melee weapon. While it has the fastest swing rate of any melee weapon, it suffers from an extremely narrow attack range and has iffy hit registration, making it difficult to land hits at the best of times and rendering it nigh-on useless against hordes. [[ArsonMurderAndJaywalking It also deals no dismemberment upon inflicting damage]]. The one advantage it has is being able to kill Tanks faster than most melee weapons (since melee weapons [[PercentDamageAttack take a fixed percentage of the Tank's health with each hit]], and the Nightstick is the fastest-swinging melee weapon), but [[ViolationOfCommonSense you're still trying to kill a Tank with a melee weapon]].

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** The Nightstick is easily the least popular melee weapon. While it has the fastest swing rate of any melee weapon, it suffers from an extremely narrow attack range and has iffy hit registration, making it difficult to land hits at the best of times and rendering it nigh-on useless against hordes. [[ArsonMurderAndJaywalking It also deals no dismemberment upon inflicting damage]]. The one advantage it has is being able to kill Tanks faster than most melee weapons (since melee weapons [[PercentDamageAttack take a fixed percentage of the Tank's health with each hit]], and the Nightstick is the fastest-swinging melee weapon), but [[ViolationOfCommonSense [[InstantDeathRadius you're still trying to kill a Tank with a melee weapon]].



** The knife is much slower than you'd expect such a tiny weapon to be, and for some stupid reason [[https://www.youtube.com/watch?v=aFF_Ey7Hjqw its damage tracer arc droops down the further to the right it goes, making it the most inconsistent weapon to hit enemies with.]]

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** The knife is much slower than you'd expect such a tiny weapon to be, and for some stupid reason [[https://www.youtube.com/watch?v=aFF_Ey7Hjqw its damage tracer arc droops down the further to the right it goes, making it the most inconsistent weapon to hit enemies with.]]]] Notably, all of the issues with the weapon were introduced in the Last Stand update, likely as a way of {{nerf}}ing it as previously it was one of the better melee weapons in the game.
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* CommonKnowledge: The way the game handles spawning Jimmy Gibbs Jr. on ''Dead Center''[='=]s finale is often cited as if he simply has a 5% chance to spawn. [[https://treescrub.github.io/jimmygibbs/ It's actually more complicated than that]], for one thing, he only has a chance to spawn every 15 days.
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** The Cold Stream campaign split the fans two fronts. Those who dislike the campaign cite the constant hordes, lengthy maps, and bias in favor of the infected in the level design as their reasons for why they don't like it. The people who do like Cold Stream feel the elements that people dislike is the reason why it's so good in terms of challenge, especially in VS mode.
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Required Word Of God confirmation


* AuthorsSavingThrow: For the Japan-exclusive ''Left 4 Dead 2: Survivors'', being the second adaptation from a Valve game released by Taito, the controls are now Nunchuk (as the equivalent of the keyboard) and a mouse, simplifying the previously complicated ''Half-Life 2: Survivor'' controls. The game is also virtually unchanged (apart from addition of time remaining, rental mechanics, removal of blood, gibs, and addition of character customization and additional collectibles) unlike the condensed adaptation of the story of ''Half-Life 2''.
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Entry doesn't fit the trope at all.


* AngstAversion: Unlike its predecessor, ''Left 4 Dead 2'' seems to embrace the less serious, more fun side of the zombie apocalypse. The characters are more comedic than their ''Left 4 Dead'' counterparts, often quipping and seemingly having fun in the heat of battle. Additionally, the music has shifted away from the more eerie tone it had in the original game, focusing on a more exciting and fun feel instead.
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* AngstAversion: Unlike its predecessor, ''Left 4 Dead 2'' seems to embrace the less serious, more fun side of the zombie apocalypse. The characters are more comedic than their ''Left 4 Dead'' counterparts, often quipping and seemingly having fun in the heat of battle. Additionally, the music has shifted away from the more eerie tone it had in the original game, focusing on a more exciting and fun feel instead.

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* ParanoiaFuel: The "Last Man on Earth" Mutation. No teammates, no Commons, just you and the myriad Special Infected that may or may not be waiting around the next corner. At least [=NPCs=] will be around to help you.



* ParanoiaFuel: The "Last Man on Earth" Mutation. No teammates, no Commons, just you and the myriad Special Infected that may or may not be waiting around the next corner. At least [=NPCs=] will be around to help you.
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** The bridge finale of The Parish is the first (and only, for those who didn't play custom campaigns) Gauntlet Finale you're likely to face, and it's a doozy. Unlike in regular finales, zombies come in an almost constant stream, and you have to fight through them all to proceed. There are lots of cars for Tanks to punch your way, and the lack of railings means death by Charger is ''very'' likely. And just when you think you're about to head quickly to rescue, you have to navigate a somewhat-confusing path of concrete barriers... and there's yet another Tank which spawns during this section. Hope you've got a medkit and adrenaline shot on standby.

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** The bridge finale of The Parish is the first (and until Cold Stream was added, only, for those who didn't play custom campaigns) Gauntlet Finale you're likely to face, and it's a doozy. Unlike in regular finales, zombies come in an almost constant stream, and you have to fight through them all to proceed. There are lots of cars for Tanks to punch your way, and the lack of railings means death by Charger is ''very'' likely. And just when you think you're about to head quickly to rescue, you have to navigate a somewhat-confusing path of concrete barriers... and there's yet another Tank which spawns during this section. Hope you've got a medkit and adrenaline shot on standby.

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Removed a bunch of Harsher In Hindsight misuse, most of the examples given are problems most viruses in general had and have. Only the last example could be applied to Covid-19 so it has been kept.


* HarsherInHindsight: The whole game takes on a rather unsettling new look in light of the [[UsefulNotes/COVID19Pandemic COVID-19 pandemic]].
** The infection is suggested both in-game and in supplementary materials to be some kind of supervirus that mutates frequently, [[https://www.healthline.com/health-news/the-coronavirus-is-mutating-what-we-know-about-the-new-variants making it difficult to pin down and counter]]. Making things worse, CEDA (the in-game organization tasked with containing the infection) attempts to pass the whole thing off as "a flu." [[https://en.wikipedia.org/wiki/COVID-19_misinformation Does that sound familiar?]]
** Graffiti in the later levels of The Parish (as well as The Sacrifice comic) reveal that some survivors can be carriers of the virus and not show any symptoms. Fast forward eleven years and the real world suffered from the COVID-19 outbreak where it too can also be spread by people not showing any symptoms.
** The Midnight Riders' staunch refusal to stop touring in the middle of the apocalypse mirrors negationists who would not stop going out in spite of how easily COVID-19 can be transmitted, which contributed to many countries having a high count of infected and deceased. That it came from a rock band also parallels Music/SmashMouth's infamous Sturgis Rally concert in which virtually no one wore masks or kept their distance (as well as Steve Harwell's "fuck COVID" rant), leading to a high count of infected attendees.

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* HarsherInHindsight: The whole game takes on a rather unsettling new look in light of the [[UsefulNotes/COVID19Pandemic COVID-19 pandemic]].
** The infection is suggested both in-game and in supplementary materials to be some kind of supervirus that mutates frequently, [[https://www.healthline.com/health-news/the-coronavirus-is-mutating-what-we-know-about-the-new-variants making it difficult to pin down and counter]]. Making things worse, CEDA (the in-game organization tasked with containing the infection) attempts to pass the whole thing off as "a flu." [[https://en.wikipedia.org/wiki/COVID-19_misinformation Does that sound familiar?]]
** Graffiti in the later levels of The Parish (as well as The Sacrifice comic) reveal that some survivors can be carriers of the virus and not show any symptoms. Fast forward eleven years and the real world suffered from the COVID-19 outbreak where it too can also be spread by people not showing any symptoms.
**
The Midnight Riders' staunch refusal to stop touring in the middle of the apocalypse mirrors negationists who would not stop going out in spite of how easily COVID-19 can be transmitted, which contributed to many countries having a high count of infected and deceased. That it came from a rock band also parallels Music/SmashMouth's infamous Sturgis Rally concert in which virtually during [[UsefulNotes/COVID19Pandemic the COVID-19 Pandemic]] where almost no one wore masks or kept their distance (as well as Steve Harwell's "fuck COVID" rant), distance, leading to a high count of infected attendees.
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Moved from the L 4 D 1 YMMV page

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* SchmuckBait: You might think it's a good idea to use a bile bomb on a Witch if you can't sneak around her, right? She'll be blind and be swarmed by zombies while you slowly watch her die? '''''Dead wrong'''''. She won't be blinded, and she will absolutely mow down everything in her way to whoever threw the bomb. You'll buy yourself a second at best.
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* NightmareFuel: Has [[NightmareFuel/Left4Dead2 its own page]].

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* NightmareFuel: Has [[NightmareFuel/Left4Dead2 [[NightmareFuel/Left4Dead its own page]].

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** The pitchfork is just as bad due to lacking splash damage ''entirely''. The only attack is thrusting the weapon forward, which completely ignores any zombies that are only a bit left or right from the central strike spot.



** Both "Death Toll" and "Dead Air"'s fourth chapters in ''Left 4 Dead 2'', with the addition of gauntlet crescendos – infinite zombie hordes that only stop if you reach the safe room or die.

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** Both "Death Toll" and "Dead Air"'s fourth chapters in ''Left 4 Dead 2'', with the addition of gauntlet crescendos – infinite zombie hordes that only stop if you reach the safe room or die. For example, passing through the airport metal detectors in "Dead Air" is now mandatory, whereas in the first game they could be simply bypassed.
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* AnnoyingVideoGameHelper: The survivor AI when it comes to healing. They will do their damn best to keep you going, but ignore anything else occurring at the moment. [[ArtificialStupidity Even if that means stopping you where you're standing, potentially condemning you, them, or some other teammate to death]]. Not to mention how they persistently try to heal you the second your health drops below 40 (or 30 in The Last Stand update). They adjust their "judgement" a little depending on how much temporary life you have, but not very much [[note]]For some incredibly stupid reason, the AI treats temporary health gained by pills and adrenaline shots as being ''half'' of that of permanent health, which often results in the AI wasting a health kit if they only have temporary health, rather than savoring that temporary health and using a health kit much later. The cvar "sb_temp_health_consider_factor 1.0" can be used to rectify this, but a mod is required to implement this without enabling cheats.[[/note]]. The only way to refuse treatment from them is to pull out a healing item (pills, adrenaline or your own medkit).

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* AnnoyingVideoGameHelper: The survivor AI when it comes to healing. They will do their damn best to keep you going, but ignore anything else occurring at the moment. [[ArtificialStupidity Even if that means stopping you where you're standing, potentially condemning you, them, or some other teammate to death]]. Not to mention how they persistently try to heal you the second your health drops below 40 (or 30 in The Last Stand update).30. They adjust their "judgement" a little depending on how much temporary life you have, but not very much [[note]]For some incredibly stupid reason, the AI treats temporary health gained by pills and adrenaline shots as being ''half'' of that of permanent health, which often results in the AI wasting a health kit if they only have temporary health, rather than savoring that temporary health and using a health kit much later. The cvar "sb_temp_health_consider_factor 1.0" can be used to rectify this, but a mod is required to implement this without enabling cheats.[[/note]]. The only way to refuse treatment from them is to pull out a healing item of your own (pills, adrenaline or your own a medkit).
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Correct notation.


** When the [=L4D1-] survivors became playable, they had very little vocalizations for special items and reactions when being attacked by special infected. Later updates would have the survivors use generic vocalizations for spotting special items would also regain their vocalizations for being attacked by a Hunter and Smoker while recycling other reactions for being hit by Chargers, Jockeys, and Spitters.

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** When the [=L4D1-] [=L4D1=] survivors became playable, they had very little vocalizations for special items and reactions when being attacked by special infected. Later updates would have the survivors use generic vocalizations for spotting special items would also regain their vocalizations for being attacked by a Hunter and Smoker while recycling other reactions for being hit by Chargers, Jockeys, and Spitters.
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* NightmareFuel: Has [[NightmareFuel/Left4Dead2 its own page]].

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** The first person view models of the [=L4D1=] survivors is also broken due to the bone rigging not being done properly. Because the models weren't adjusted, the guns and items clip into the survivor's fingers/hands and their textures look low quality compared to the [=L4D2=] survivors, almost as if Valve simply ported over the old models wholesale and left it at that. [[https://steamuserimages-a.akamaihd.net/ugc/477768837566151920/5FB583FEF4AD8590925702730C4B55DC668C971D/ This screenshot]] shows the difference between the broken arm models and the fixed ones from a mod.

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** The first person view models of the [=L4D1=] survivors is also broken due to the bone rigging not being done properly. Because the models weren't adjusted, the guns and items clip into the survivor's fingers/hands and their textures look low quality compared to the [=L4D2=] survivors, almost as if Valve simply ported over the old models wholesale and left it at that. [[https://steamuserimages-a.akamaihd.net/ugc/477768837566151920/5FB583FEF4AD8590925702730C4B55DC668C971D/ This screenshot]] shows the difference between the broken arm models and the The Last Stand Update fixed ones from a mod.these issues.


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** When the [=L4D1-] survivors became playable, they had very little vocalizations for special items and reactions when being attacked by special infected. Later updates would have the survivors use generic vocalizations for spotting special items would also regain their vocalizations for being attacked by a Hunter and Smoker while recycling other reactions for being hit by Chargers, Jockeys, and Spitters.
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* EvenBetterSequel: The pre-launch was surrounded by controversy, and originally a ConestedSequel...until Valve ported Left 4 Dead 1's entire campaign, letting players choose which maps they wish to play. The game's increased pool of special infected, enhanced gameplay systems, new modes, sheer content and maps, melee combat, and ''massive'' increase in modding capabilities (all supported by Steam Workshop, making and uploading new content a breeze) make it also mechanically superior in every way.

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* EvenBetterSequel: The pre-launch was surrounded by controversy, and originally a ConestedSequel...ContestedSequel...until Valve ported Left 4 Dead 1's entire campaign, letting players choose which maps they wish wished to play.play, making complaints some aspects (like atmosphere and story) were different from 1 almost completely moot. The game's increased pool of special infected, enhanced gameplay systems, new modes, sheer content and maps, melee combat, and ''massive'' increase in modding capabilities (all supported by Steam Workshop, making and uploading new content a breeze) make it also mechanically superior in every way.

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