Old page wikitext, before the edit (old_wikitext ) | '{{Infobox VG
| title = Left 4 Dead
| image = [[Image:Left4Dead Windows cover.jpg|252px]]
| caption = ''Left 4 Dead'' box art
| developer = [[Valve Corporation]] (Windows version)<br />[[Certain Affinity]] (Xbox 360 version)<small>
| designer = Mike Booth
| composer = Mike Morasky
| publisher = [[Valve Corporation]]
| writer = Chet Faliszek
| distributor = [[Electronic Arts]] <small>(retail)</small><br />[[Steam (content delivery)|Steam]] <small>(online)</small>
| engine = [[Source (game engine)|Source]]
| release = {{collapsible list|title=November 18, 2008|'''[[Microsoft Windows|Windows]] & [[Xbox 360]]:'''<br /><small>(retail)</small><br />{{vgrelease|NA=November 18, 2008|EU=November 21, 2008}}'''Windows:''' <small>(download)</small><br />November 18, 2008<br />'''Windows and Xbox 360''': <small>(Game of the Year Edition)</small><br />May 5, 2009<ref name="objects1">{{cite web |url=http://pc.ign.com/objects/143/14322218.html |title=Left 4 Dead (Game of the Year Edition) |work=[[IGN]] |accessdate=2009-04-24}}</ref><br />}}
| genre = [[First-person shooter]]<br />[[Survival horror<!--See talk page for a discussion about the genre-->]]
| modes = [[Cooperative gameplay|4-player Cooperative multiplayer]], 4-vs-4 multiplayer, Single-player
| ratings = {{vgratings|BBFC=18|ESRB=M|OFLCA=MA15+|PEGI=18+}}
| platforms = [[Microsoft Windows]], [[Xbox 360]]
| media = Download, [[DVD]]
| requirements = 3.0 [[Hertz|GHz]] Pentium 4, 2.0 [[Hertz|GHz]] Dual Core, or AMD64X2 [[central processing unit|processor]],<br />1 [[gigabyte|GB]] [[Random Access Memory|RAM]],<br />128 MB [[DirectX]] 9.0 [[graphics card]],<br />[[Pixel Shader 2.0]] support,<br />DirectX 9.0c-compatible [[sound card]],<br />[[Internet]] Connection for product activation and downloading updates
}}
'''''Left 4 Dead''''' is a [[Cooperative gameplay|cooperative]] [[first-person shooter]] [[video game]]. It was developed by [[Turtle Rock Studios]], which was purchased by [[Valve Corporation]] during development. The game uses Valve's proprietary [[Source (game engine)|Source engine]], and is available for [[Microsoft Windows|Windows]] and the [[Xbox 360]]. Development on the game was completed on November 13, 2008 and was released on November 18, 2008 in the United States and on November 21, 2008 in Europe.
Set during the aftermath of an [[Zombie apocalypse|apocalyptic]] [[pandemic]], the game pits its four protagonists—dubbed "the Survivors"—against hordes of the infected. There are four game modes: a single-player mode in which allied characters are controlled by AI; a four-player, co-op campaign mode; an eight-player online versus mode; and a four-player survival mode. In all modes, an [[game artificial intelligence|artificial intelligence]] (AI), dubbed the "[[#AI and the Director|Director]]", controls level pacing and item spawns, in an attempt to create a dynamic experience and increase [[replay value]].
''Left 4 Dead'' was well received by the industry media upon its release, with praise given for its replay value, focus on cooperative play, and [[Film|movie]]-like experience. Several criticisms were aimed at limited level selection and the lack of a narrative. The game has won several publication awards, as well as distinctions from the [[Academy of Interactive Arts & Sciences]] and [[British Academy Video Games Awards|British Academy of Film and Television Arts]]. As was done with ''[[Team Fortress 2]]'', Valve plans on supplementing the game with free downloadable content. The first of these, called the "Survival Pack", was released on April 21, 2009. The popularity of the game led to the development of a sequel, ''[[Left 4 Dead 2]]'', which will be released in November 2009.
<!-- Anyone planning on adding a notation about L4D2, look down a few sections -->
==Gameplay==
[[Image:Left 4 Dead screenshot.jpg|thumb|left|In ''Left 4 Dead'', the four survivors must fight off infected humans while trying to escape or make their way to a safe house.]]
''Left 4 Dead'' is a [[first-person shooter]], though it makes use of the third-person perspective during [[cut scene]]s and some player actions. In campaign mode, the player takes control of one of the survivors; if four human players are not available, then the remaining survivors are AI-controlled [[Computer game bot|bots]]. They play through the levels fighting off the infected—living humans who have been infected with, according to Mike Booth (reworded) a [[rabies]]-like virus that causes [[psychosis]], to which the survivors are immune.<ref name="1up.com">{{cite web |url=http://www.1up.com/do/feature?cId=3172298 |title=Left 4 Dead Afterthoughts from 1UP.com |publisher=1UP.com |accessdate=2009-01-23}}</ref><ref>{{cite web |url=http://www.gamespot.com/pc/action/left4dead/news.html?sid=6173776 |title=Left 4 Dead E3 2007 Preshow First Impressions |date=2007-07-11 |publisher=[[GameSpot]] |accessdate=2008-11-21}}</ref>
The game is focused on cooperation and team play; colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another survivor. If a survivor's [[Health (game mechanic)|health]] is depleted, then they become incapacitated and can only be revived by another survivor, at which point they continue playing with a low amount of health that decreases over time. If a survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted [[black-and-white]] vision, and the next incapacitation will kill the character. If a survivor incurs enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated character will die. During "Campaign" mode, if a survivor is killed, then they will [[Spawning (computer gaming)|respawn]] in a closet or other enclosed space after a period of time (except during key points in the scenario), but must be freed by another survivor to rejoin the team. Otherwise, the player must wait until the next level.<ref>{{cite web |title=IGN ''Command Prompt'' Podcast, Episode 21 |url=http://pc.ign.com/articles/919/919917p1.html |publisher=IGN |date=2008-08-14}}</ref> Survivors can share [[first-aid kit]]s and pain pills and help each other heal. ''Left 4 Dead'' has [[friendly fire]] that cannot be disabled, increasing the need for caution around other survivors. On the easy difficulty level, friendly fire does not harm teammates but still registers as having occurred with a notice on the screen saying, "Don't shoot teammates!"
The survivors communicate by voice commands that are accessed by quick menus, and some sound off automatically when performing actions such as reloading or spotting infected.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Subway (developer commentary) |quote='''Elan Ruskin''': Each survivor has a large database of lines to choose from based on their present activity and a variety of factors, such as their health, stress level, kind of special infected seen so far, and many others.}}</ref> Over 1,000 unique lines have been recorded for each survivor.<ref name="411handson" /> Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and [[muzzle flash]]es help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving. Due to control issues and the likelihood of players using a [[Xbox 360 accessories#Headset|LIVE headset]], the Xbox 360 version of ''Left 4 Dead'' omits the quick phrases feature.<ref name="making_of_e3_video" />
The game is experienced through four campaigns that take place in various urban and rural locales. Multiple visual in-game hints—including license plates, park signs, and markings on airport equipment—imply that these locations are in [[Pennsylvania]],<ref>{{cite web |url=http://www.joystiq.com/2009/07/03/interview-valves-doug-lombardi/ |title=Interview: Valve's Doug Lombardi |date=2009-07-03 |publisher=Joystiq |accessdate=2009-07-14}}</ref> and similarly a memorial wall giving names of those who have died in the infection (actually names of the game's development team) along with their dates of birth and death suggests that the game takes place in October 2009.<ref>{{cite web |url=http://left4dead411.com/news/2008/11/valve-has-balls/ |title=Valve Has Balls, Play With Them |date=2008-11-22 |publisher=Left 4 Dead 411 |accessdate=2009-05-11}}</ref> Each campaign is divided into five chapters marked by safe rooms, which are checkpoints where players can heal, re-arm and revive characters who were killed.<ref>{{cite web |title=Left 4 Dead Hands-on Previews |url=http://www.shacknews.com/featuredarticle.x?id=745 |publisher=[[Shacknews]] |date=2008-01-17 |accessdate=2008-10-25}}</ref> Specifically, the four campaigns are: "No Mercy", an urban setting culminating in a [[hospital]] [[skyscraper]]; "Death Toll", a small-town and countryside setting; "Dead Air", an airport setting; and "Blood Harvest", a woodland and farm setting.
The levels have distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity.<ref name="gamespot_e3_2008_stageshow">{{cite web |title=GameSpot Video: Left 4 Dead E3 2008 Stage Show Demo |url=http://www.gamespot.com/xbox360/action/left4dead/video/6194927/left-4-dead-e3-2008-stage-show-demo |publisher=[[GameSpot]] |date=2008-07-23 |accessdate=2008-07-23}}</ref> In the final chapter of each campaign, the players must defend a position from an onslaught of infected until rescue arrives.<ref name="411handson">{{cite web |title=Left 4 Dead Hands-on Preview – Survivor Side |url=http://www.left4dead411.com/left-4-dead-preview-pg1 |publisher=Left 4 Dead 411 |accessdate=2008-10-25}}</ref> Each campaign typically lasts between 35 and 75 minutes depending on the difficulty level. The Windows and Xbox 360 versions of the game both contain achievements.<ref>{{cite web |url=http://www.maximumpc.com/article/%5Bprimary-term%5D/e3_2008_left4dead_interview_new_graphics_weapons_and_steam_achievement_details |title=E3 2008: Left4Dead Interview. New Graphics, Weapons, and Steam Achievement Details |last=Chan |first=Norman |date=2008-07-21 |work=[[Maximum PC]] |accessdate=2008-10-26}}</ref>
===Survivors===
[[Image:Left 4 Dead Revised Cast.jpg|right|thumb|The final design of the survivors, shown on the poster for the "No Mercy" campaign. Left to right: Francis, Bill, Zoey, Louis]]
== Playable Characters ==
All survivors possess the same abilities and speed. However, the player's in-game personality will vary depending on which character they play.
* '''Francis''', voiced by Vince Valenzuela
Cocky, loud, and pretty sure he's indestructible. Francis acts like the apocalypse is the world's biggest bar fight. When the virus hit, everybody else stockpiled food and looked for a place to hide. Francis found a gun and had some fun. No cops, no laws, no order. If it wasn't for all the zombies, he could get used to life like this.
* '''Louis''', voiced by Earl Alexander
Louis had been working up the courage to quit his job as Junior Systems Analyst at his company's IT department when the virus showed up and downsized the world. Now Louis has a new set of goals and a new set of tools to help him achieve them. With any luck, he'll figure out how the new management operates before they get a chance to kill him.
* '''Bill''', voiced by Jim French
It took two eventful tours in Vietnam, a handful of medals, a knee full of shrapnel, and an honorable discharge before the unthinkable happened: Bill ran out of wars. But now an army of infected has declared war on humanity. After decades of aimless drifting and dead-end jobs, Bill's finally gotten back the only thing he ever wanted: an enemy to fight.
* '''Zoey''', voiced by Jen Taylor
After spending her first semester holed up in a dorm room watching old horror movies, Zoey was given a choice: stop fooling around and get her grades up, or drop out. Now that the planet's overrun with a virus, and all of her professor's are dead, Zoey at least has the cold comfort that she's been studying up on the right subject after all.
== Non-Playable Characters ==
* '''Helicopter Pilot''' (''No Mercy'' scenario), voiced by Dennis Bateman
* '''"Houseboat Radio Voice"''' (''Death Toll'' scenario), voiced by John Lowrie
* '''"Airport Runway Radio Voice"''' (''Dead Air'' scenario), voiced by Gary Schwartz
* '''Church Lunatic''' (''Death Toll'' scenario), voiced by Nathan Vetterlein
* '''"Farmhouse Radio Voice"''' (''Blood Harvest'' scenario), voiced by David Scully
===Infected characters===
The infected (voiced by [[experimental music|experimental]] musician [[Mike Patton]] and [[Fred Tatasciore]])<ref>{{cite web |url=http://www.imdb.com/title/tt1323932/ |title=Left 4 Dead (2008) (VG)|publisher=[[IMDB]] |accessdate=2009-05-14}}</ref> are the survivors' foes in ''Left 4 Dead'', and they appear to be partly inspired by the infected from several modern films, including ''[[Dawn of the Dead]]''<ref>{{cite web |first=Jason |last=Ocampo |title=Left 4 Dead Review |url=http://uk.pc.ign.com/articles/930/930763p1.html |publisher=[[IGN]] |date=2008-11-17 |accessdate=2009-08-11|quote=''Left 4 Dead is a game that venerates zombie movies throughout the ages, from George A. Romero's Dawn of the Dead to Danny Boyle's 28 Days Later''}}</ref> or ''[[28 Days Later]]''.<ref name="cavg">{{cite web |first=Jim |last=Rossignol |title=Preview: Left 4 Dead |url=http://www.computerandvideogames.com/article.php?id=151399 |publisher=[[PC Gamer]] |date=2006-12-12 |accessdate=2009-01-20}}</ref> An important distinction is that while the infected do not resemble traditional [[undead]] [[zombie]]s, they are, as cited in the game's manual, living humans infected with a [[rabies]]-like [[pathogen]]. While they are never seen eating human flesh or brains, the manner in which they are portrayed is meant to create and sustain a more brutal, believable reality for the player to immerse his or herself in. In an interview with 1Up.com, Mike Booth commented on the concept of using a pathogen as an inspiration for the setting:{{cquote|
Even though we obviously pushed well beyond the realm of believability with many of our "boss" infected, the core idea of a mind-destroying, civilization-collapsing pathogen is more horrifying to me than magically animated corpses, precisely because it is plausible. Rabies is a good example of a pathogen that can turn a loyal, friendly, protective family pet into a slavering attack machine. It's a virus that reprograms the behaviors of a complex animal – a mammal, in fact. What if something similar happened to humans? ''Left 4 Dead'' is one possible answer.<ref name="1up.com"/>
}}
The common infected encountered during the game are fast and agile, weak individually, but may be overwhelming in numbers. They display a special attraction to high-pitched alarm-type sounds, such as the beeping device attached to pipe bombs and car alarms. Common infected will often chase down the source of these noises while ignoring lower-pitched, but much louder sounds such as gunfire. They occasionally attack in masses referred to in-game as a "horde".<ref name="Infected Guide">{{cite web |url=http://news.bigdownload.com/2008/12/02/left-4-dead-guide-how-to-identify-a-zombie/ |title=Left 4 Dead Guide: How to Identify a Zombie |date=2008-12-02 |publisher=Big Download |accessdate=2008-12-10}}</ref>
In addition to the common infected, there are five "special" or "[[Boss (video games)|boss]]" infected whose mutations grant them special attacks that make them much more dangerous:
* The Boomer, a bloated infected whose vomit and bile (which may be released at will and upon death) blinds the player briefly and attracts a horde of common infected.
* The Hunter, an agile infected that can pounce on survivors from great distances.
* The Smoker, an infected that ensnares survivors with its long tongue<!--they are ''not'' intestines--> at a distance and, upon death, releases a cloud of smoke that obscures vision.
* The Tank, a huge, muscular infected that is powerful and difficult to kill.
* The Witch, a passive female infected, who, when provoked by loud sounds, lights, gunshots, a survivor approaching too closely, or general stimulation, will trigger her to attack her provoker. She is able to knock down the provoker in one hit and will quickly kill them if not killed herself.<ref name="Left 4 Dead—Infected">{{cite web |url=http://www.l4d.com/infected.htm |title=Left 4 Dead Guide |publisher=[[Valve Corporation|Valve]] |accessdate=2008-12-12}}</ref>
The victims of some of these attacks require assistance from a teammate before they can regain control. Each of the special infected, as well as approaching hordes, have a distinctive sound or a timely [[leitmotif|musical cue]], making their presence easily recognizable by players.<ref name="Infected Guide" />
In versus mode, four additional players can take control of the special infected—apart from the witch, which remains computer-controlled. Each infected player is randomly assigned a class of special infected when they enter a [[spawning (computer gaming)|spawn mode]]. While in spawn mode, the infected can quickly roam around the map in search of an appropriate place in which to spawn. This location must be sufficiently distant from any survivor, out of the line of sight of any survivor, and outside restricted areas such as safe rooms. Upon death, the infected player must wait up to 10-25 seconds before reentering spawn mode, depending on how many players are on the infected team. When a tank is spawned in the game, infected players receive a message indicating which player will control it. The human-controlled infected can see their teammates' outlines through walls similar to the survivors, but can also see each survivor's outline, which is colored according to the survivor's health and fades out if the survivor refrains from attacking, running and vocalizing. Vertical pathways exclusive to the infected, such as pipes and vines, are marked with animated symbols for the infected players. These can be climbed and used for ambushes.
===AI and the Director===
[[Image:Left 4 Dead Director Intensity.jpg|thumb|right|In ''Left 4 Dead'', the AI Director computes each player's "stress level" based on a variety of factors to better pace the game and provide a fair challenge.]]
The [[Game artificial intelligence|artificial intelligence]] of ''Left 4 Dead'' features a dynamic system for game dramatics, pacing and difficulty called the "Director". Instead of fixed [[spawn point]]s for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new experience for each playthrough.<ref name="411handson" /> The Director also creates mood and tension with emotional cues, such as visual effects, dynamic music, and character communication.<ref name="making_of_e3_video" /> Valve has termed this dynamic set-up "[[Emergent gameplay#Emergent narrative|procedural narrative]]".<ref>{{cite web |url=http://www.edge-online.com/blogs/gabe-newell-writes-edge |title=Gabe Newell Writes for Edge |last=Newell
|first=Gabe |date=2008-11-21
|quote=''The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.''
|work=[[Edge (magazine)|Edge]] |accessdate=2008-11-22}}</ref>
In addition to the AI Director, there is a second Director that controls music. It was created as a way to keep the music interesting throughout the game. The music Director monitors what a player has experienced to create an appropriate mix. The process is client-side and done by a multi-track system. Each player hears their own mix, which is being generated as they play through the game, and dead players watching a teammate hear their teammates' mix.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy (developer commentary) |quote='''Tim Larkin''': We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in ''Left 4 Dead'' has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of ''Left 4 Dead'' is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to ''Left 4 Dead''.}}</ref>
===Game modes===
''Left 4 Dead'' contains four game modes: campaign, versus, survival, and single-player. The cooperative campaign consists of up to four human-controlled survivors who attempt to make their way between safe rooms and eventually to rescue. In this mode, the special infected are controlled by the AI. In a versus campaign, each team of four players plays each chapter of the campaign as both survivor and infected, swapping sides once per chapter.<ref name="L4Dreview-Gamespot" /> Unlike campaign mode, dead survivors do not respawn. If at least one survivor finishes the chapter, then the team playing the survivors earns points according to their average progress through the chapter, as well as bonus points based on their health and the health items in their inventory. These points are then multiplied by the chapter's difficulty level, and the number of survivors who finished. If all the survivors are killed, then they only earn progress points and the difficulty multiplier.<ref>{{cite web |url=http://left4dead411.com/left-4-dead-versus-preview-1 |title=Left 4 Dead Versus Preview |date=2008-11-17 |publisher=Left 4 Dead 411 |accessdate=2009-05-01}}</ref> Survival mode consists of a timed challenge where players try to survive as long as possible against a never-ending flood of the infected.<ref name="IGN L4D DLC1" /> Single-player mode is basically the same as campaign mode, but played offline with three AI-controlled bots as the other survivors, however other players can join in on the same console to turn single player into an offline co-op game. The game can also be played through a system link, or local area network.
==Production==
[[Image:L4DP.JPG|thumb|The original design of the survivors. Left to right: Louis, Francis, Zoey, Bill]]
Development on ''Left 4 Dead'' started in mid-2005.<ref name="play.tm_gabe_interview">{{cite web |last=Guttridge |first=Luke |title=Valve Software's Doug Lombardi interview |url=http://play.tm/interview/17853/valve-software-s-doug-lombardi/ |publisher=Play.tm |date=2008-05-01 |accessdate=2008-08-20}}</ref> Valve aimed to create a horror film-inspired game that merges single player games' character-driven narrative structure with multiplayer games' social interaction and high [[replay value|replayability]].<ref name="making_of_e3_video" /> The game was first revealed in the Christmas 2006 publication of ''[[PC Gamer#PC Gamer UK|PC Gamer UK]]'' with a six-page article describing a playthrough at Valve's headquarters. A [[Teaser trailer|teaser]] was released with ''[[The Orange Box]]''. The game was first playable at the Showdown 2007 LAN in [[San Jose, California|San Jose]] and at [[QuakeCon#2007|QuakeCon 2007]]. [[Turtle Rock Studios]] announced ''Left 4 Dead'' on November 20, 2006,<ref>{{cite web |title=Turtle Rock and Valve Announce Left 4 Dead |url=http://www.shacknews.com/docs/press/112006_left4dead.x |publisher=[[Shacknews]] |date=2006-11-20 |accessdate=2008-10-25}}</ref> and was acquired by [[Valve Corporation]] on January 10, 2008, because of the game and long-standing relationship between the companies.<ref name="Valve 2008-01-10">{{cite web |title=Valve Acquires Turtle Rock Studios |url=http://store.steampowered.com/news/1401/ |publisher=[[Steam (content delivery)|Steam]] |publisher=[[Valve Corporation]] |date=2008-01-10 |accessdate=2008-01-10}}</ref> The game opened up to pre-purchasing on Valve's [[Steam (content delivery)|Steam system]] on October 15, 2008.<ref>{{cite web |title=Left 4 Dead Pre-Purchase Infection on Now |url=http://store.steampowered.com/news/1897/ |publisher=[[Valve Corporation]] |date=2008-10-15 |accessdate=2008-10-25}}</ref>
To give ''Left 4 Dead'' significant exposure, Valve financed a $10-million marketing campaign for the game in the United States and Europe, with advertisements appearing on television, print, websites and outdoor placements in many cities. Valve also hosted photo contests called, "Dude, where's my thumb?" offering copies of ''Left 4 Dead'' to people who submitted the best picture involving zombies or the outdoor advertising.<ref>{{cite web |title=Left 4 Dead Available at Retail Worldwide |url=http://store.steampowered.com/news/2052/ |publisher=[[Valve Corporation]] |date=2008-11-21 |accessdate=2008-11-25}}</ref>
===Development===
''Left 4 Dead'' uses the latest version of Valve's [[Source engine]], with improvements such as [[multi-core]] processor support and [[Physics engine|physics-based animation]] to more realistically portray hair and clothing, and to improve physics interaction with enemies when shot or shoved in different body parts.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Hospital (developer commentary) |quote='''Miles Estes''': Since killing zombies is such a big part of this game, we invested a lot of time into making their death animations more dramatic than simple ragdolls. We had a professional stuntman on the motion capture stage perform about a hundred different dying animations from different kinds of weapons and hit from different directions, like from the front or behind. We then combined these mo-cap animations with the physics-driven ragdolls.}}</ref> Animation was also improved to allow characters to lean realistically when moving in curved paths. Rendering and artificial intelligence were scaled up to allow for a greater number of enemies who can navigate the world in better ways, such as climbing, jumping, or breaking obstacles.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |quote='''Phil Robb''': We treat the infected horde as a major character in ''Left 4 Dead'', and spend a lot of effort in making their movements believable. This includes hundreds of motion-captured animations that are algorithmically blended with the physics system to create characters that realistically interact with their environment and each other. ... When they see a survivor, they become enraged, taking off at a full sprint, leaning into their turns, jumping and climbing over everything in their way, trying to get to their victim. We wanted to express this rage in their faces as well, so we found efficient ways for each member of the horde to make intense facial expressions.}}</ref><ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Subway (developer commentary) |quote='''Matt Campbell''': Although it sounds ridiculous to talk about advanced zombie AI, we spent a great deal of time on the AI systems for the common horde. First and foremost is their ability to navigate. The environments in ''Left 4 Dead'' are geometrically complex, and littered with breakable and movable objects. One of the design goals for the zombie horde was that there can never be a place where a survivor can stand that a zombie cannot navigate to. To make this happen required not only robust path-finding code, but also path-following algorithms as well. These path followers have to continuously evaluate the local geometry around them, and decide whether to crouch, stand, jump, climb over, and otherwise navigate nearly-arbitrary environmental obstacles.}}</ref> Lighting was enhanced with new self-shadowing [[normal mapping]] and advanced shadow rendering that is important to convey information about the environment and player actions.<ref name="making_of_e3_video" /><ref name="firingsquad_valve_interview">{{cite web |last=Callaham |first=John |title=Left 4 Dead Interview |url=http://www.firingsquad.com/games/left_4_dead_interview/default.asp |publisher=FiringSquad |date=2007-03-22 |accessdate=2008-09-01}}</ref> Wet surfaces and fog are used to create mood.<ref name="gamesfest2008-presentation">{{cite web |author=[[Valve Corporation]] |title=How Valve Connects Art Direction to Gameplay |url=http://www.valvesoftware.com/publications/2008/GameFest08_ArtInSource.pdf |format=PDF|month=July | year=2008 |accessdate=2008-08-02}}</ref><ref>{{cite web |url=http://www.gamesetwatch.com/2008/07/indepth_how_valve_makes_art_to.php |title=In-Depth: How Valve Makes Art To Enhance Gameplay |last=Carless |first=Simon |date=2008-07-31 |publisher=GameSetWatch |accessdate=2008-10-26}}</ref> Many kinds of [[Video post-processing|post processing]] cinematic visual effects inspired by horror movies have been added to the game. There is dynamic [[color correction]] that accentuates details based on importance, [[Contrast (vision)|contrast]] and [[Unsharp masking|sharpening]] to focus attention on critical areas, [[film grain]] to expose details or imply details in dark areas and [[vignetting]] to evoke tension and a horror-film look.<ref name="making_of_e3_video" />
[[Image:L4d filmic.jpg|thumb|Before and after the application of cinematic effects]]
''Left 4 Dead'' underwent many phases of development; influenced by [[playtest]]ing, Valve removed many of the features that were originally in the game. In the initial phases, there was another special infected, called the "screamer", which had no attacks but upon spotting a survivor would run to a safe place and then emit a loud scream that attracted a horde of infected. This infected class was removed, but its ability to attract the horde was incorporated into the boomer's vomit.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |language=English |quote='''Jaime Sue''': The screamer was a boss zombie who didn't have any actual attacks; he was bound in a straitjacket. You knew when he was around because of his crazed, maniacal cackling. The trick to the Screamer was that if he saw you, you had a moment to kill him before he ran away, and once the screamer got away from the survivors to a hiding place, he would emit a loud, howling scream that would cause a huge mob of zombies to attack the survivors. While there were several exciting moments of knowing you had to chase him down to shoot him before he screamed, dodging zombies all the way, ultimately it proved too confusing for the survivors to discover how he worked or even to reliably notice him in the crowd. He was cut, and his horde-drawing attack eventually evolved into the boomer attack.}}</ref> A persistent merit/demerit system was envisioned to provide positive feedback for good behavior, such as aiding a fallen teammate; and negative feedback for poor behavior, such as shooting a teammate. This would provide a score to rank a player's effectiveness as a teammate,<ref name="left4dead411">{{cite web |title=Left 4 Dead Hands-on Preview |url=http://www.left4dead411.com/left-4-dead-preview-pg7 |accessdate=2008-11-19}}</ref> but this system was removed late in the development of the game in favor of immediate, non-persistent feedback displayed in-game. Another significant element removed was a long introduction between campaigns; because the game is designed for replayability, it was difficult to hold the player's attention for repeated viewings of cut scenes, so they were dropped in favor of a sparse narrative.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |quote='''Doug Wood''': We experimented with a variety of different introductions for each campaign. For "No Mercy", we tried a 40-second fly-in of the helicopter to give the player a more movie-like introduction to the game. Ultimately, we found that such elaborate cut scenes are hard to watch over and over in a game that's built for replayability. Playtesters wanted to get into the game and start playing right away, so we ended up going with a much more streamlined game intro.}}</ref> Also, the game started out with one big city design with many routes for the survivors, but playtesters were confused when they began to play, and later they always chose the same route; ultimately Valve cut the city maps into the first "No Mercy" and "Dead Air" campaigns.<ref>{{cite web |url=http://www.1up.com/do/feature?pager.offset=1&cId=3172298 |title=Left 4 Dead Afterthoughts |publisher=1up.com |quote=''We actually started out with a single, huge city design with a great many routes for the survivors to take to reach the extraction point. As we began to playtest in this zombie city, we immediately discovered that having that much choice combined with the chaos of zombie hordes made for frustrated and paralyzed survivor teams'' |accessdate=2009-01-19}}</ref>
[[Certain Affinity]] assisted Valve with the Xbox 360 version of the game.<ref>{{cite web |title=Outta The Bag |url=http://www.certainaffinity.com/news.htm |publisher=[[Certain Affinity]] |date=2008-02-04 |accessdate=2008-10-25}}</ref> The Xbox 360 version of ''Left 4 Dead'' has the same game modes as the PC version but has additional features such as support for [[Split screen (computer graphics)|Split screen]], allowing for two players to play offline and online from the same console,<ref name="1up_20080828" /> and [[System Link]] play.<ref>{{cite web |title=Left 4 Dead |url=http://www.xbox.com/en-GB/games/l/left4dead/ |publisher=Xbox.com |publisher=[[Microsoft]] |accessdate=2008-07-08}}</ref> Split-screen mode can also be achieved on the PC version, but it requires console commands and may require the modification of controller configuration files; and it is not officially supported by Valve.<ref>{{cite web |title=Left 4 Dead: SplitScreen PC Guide |url=http://forums.steampowered.com/forums/showthread.php?t=745113 |title=SplitScreen PC Guide |date=2008-11-06 |accessdate=2009-02-20}}</ref> Both versions of the game have a new matchmaking system to simplify the process of finding other players.<ref name="making_of_e3_video">{{cite video |people=Gabe Newell |title=EA E3 Presentation Video |url=http://www.left4dead411.com/news/2008/07/ea-e3-presentation-video/ |medium=Video presentation |publisher=Left 4 Dead 411 |year2=2008}}</ref><ref>{{cite web |url=http://ve3d.ign.com/articles/news/42875/Valve-On-Left-4-Dead-Servers-Matchmaking |title=Valve On Left 4 Dead Servers & Matchmaking |date=2008-11-10 |publisher=Voodoo Extreme |accessdate=2008-12-10}}</ref> This new server management system was met with a negative reaction from PC server operators, who, with this system, had very little control over their servers. This led to Valve releasing a series of patches that allowed server operators to remove their server from the matchmaking "pool" of servers or make private servers.<ref>{{cite web |url=http://arstechnica.com/news.ars/post/20081107-server-socialism-valves-fumbles-mar-left-4-dead-demo.html |title=Server socialism: Valve's fumbles mar Left 4 Dead demo |date=2008-11-07 |publisher=[[Arstechnica]] |accessdate=2008-12-10}}</ref> Valve runs [[dedicated server]]s for both versions of the game.<ref name="1up_20080828">{{cite web |title=Left 4 Dead for Xbox 360 Using Dedicated Servers on Live which will be a great addition to this game. |url=http://www.1up.com/do/newsStory?cId=3169669 |publisher=[[1UP.com]] |date=2008-08-28 |accessdate=2008-08-28}}</ref><ref name="pc_dservers">{{cite web |url=http://list.valvesoftware.com/mailman/private/hlds/2008-December/054482.html |author=Erik Johnson |title=Re: <nowiki>[hlds]</nowiki> hlds Digest, Vol 10, Issue 13 |publisher=Valve Corporation |date=December 5 2008 |accessdate=December 9 2008 |quote=We're currently hosting about 5,000 game servers for Left 4 Dead on the PC.}} (archives are members only to view. Log in with wikipedia@tempinbox.com and password xetafoki)</ref>
===Promotion===
To promote the game and provide basic training to player before starting the game, Valve chose to develop a [[Cut-scene#Animated cut scenes|pre-rendered]] intro movie. This movie was released on Halloween<ref>{{cite web |url=http://store.steampowered.com/app/5141/ |title=Left 4 Dead Intro |publisher=[[Valve Corporation]] |date=2008-10-31 |accessdate=2008-11-08}}</ref> and shows events prior to the beginning of the "No Mercy" campaign.<ref name="intromovieblog">{{cite web
|title=The Moviemaking Process: Left 4 Dead's Intro Movie
|url=http://www.l4d.com/blog/post.php?id=2081
|publisher=[[Valve Corporation]]
|last=Mitchell |first=Jason
|date=2008-12-04
|accessdate=2008-12-06}}</ref> Valve chose an intro movie over in-game training mechanics because they wanted the players to be immediately dropped into a zombie apocalypse. Valve later detailed in their official ''Left 4 Dead'' blog how they designed the movie, from an intentionally very basic animation in the beginning of July 2008 to the final result for the launch of the game.<ref name="intromovieblog" />
Early access to the ''Left 4 Dead'' demo for people who pre-ordered the game began on November 6, 2008, for both Windows and Xbox 360. It gave users access to both online and single-player play in two "scenes" in one "movie" within the game. This promotion was being offered in addition to the ten percent savings for those who pre-order and applies to all Steam Windows pre-orders and all Windows and Xbox 360 pre-orders from GameStop and EB Games in North America.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55765 |title=Shack PSA: Left 4 Dead Demo Released |last=Faylor |first=Chris |date=2008-11-06 |publisher=[[Shacknews]] |accessdate=2008-02-21}}</ref> On November 11, the ''Left 4 Dead'' demo was made available to all Windows and Xbox 360 gamers worldwide.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55848 |title=Left 4 Dead Public Demo Arrives |last=Faylor |first=Chris |date=2008-11-11 |publisher=[[Shacknews]] |accessdate=2008-02-21}}</ref> The ''Left 4 Dead'' demo was removed for both the Xbox 360 and Windows after the game's release on November 18 2008.
The demo had many server problems when it launched, primarily Valve's strategy for server management which made it impossible to set up a dedicated private server with administrator controls.<ref name="ars_technica_demo_review">{{cite web |title=Server socialism: Valve's fumbles mar Left 4 Dead demo |url=http://arstechnica.com/news.ars/post/20081107-server-socialism-valves-fumbles-mar-left-4-dead-demo.html |date=2008-11-07}}</ref> However, a stream of patches led to the availability of a server browser and basic private server functionality as well as Valve's acknowledgment of player concerns.<ref name="ars_technica_demo_review" /> It appears that a patch released just before the game itself has resolved many of the connection issues that demo players were having.<ref name="Left 4 Dead server update">{{cite web |title=Left 4 Dead Demo Update Released |url=http://store.steampowered.com/news/2021/ |date=2008-11-21}}</ref>
On May 1, 2009, the game was released freely via Steam as a one-day trial called "Freaky Free Friday". The trial was then extended to end on Saturday.<ref>{{cite news |url=http://store.steampowered.com/news/2471/ |title=L4D Freaky Free Friday Held Over |date=2009-05-01 |work=Steam News |accessdate=2009-06-01}}</ref>
===Release===
''Left 4 Dead'' went [[Software release life cycle#RTM|gold]] on November 13, 2008, and was released on November 18, 2008, in [[North America]]; and on November 21, 2008, in [[Europe]] to coincide with the tenth anniversary of the release of ''[[Half-Life (video game)|Half-Life]]''.<ref name="steam">{{cite web |url=http://store.steampowered.com/app/500/ |title=Left 4 Dead |publisher=[[Valve Corporation]] |accessdate=2008-10-25}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/54372 |title=Left 4 Dead Delayed, Now Due November 18 |last=Faylor |first=Chris |date=2008-08-25 |publisher=[[Shacknews]] |accessdate=2008-10-25}}</ref>
Valve released a server patch in December 2008 to stop players on Xbox Live from using PC-style cheats.<ref>{{cite news |url=http://www.gamasutra.com/php-bin/news_index.php?story=21470 |title=Valve Patch Nixes Left 4 Dead Cheats |last=Caoili |first=Eric |date=2008-12-11 |publisher=Gamasutra |accessdate=2009-02-05}}</ref> A spokesperson from Valve said, "The fix is designed to halt the cheating behavior on the dedicated servers, which accounts for the majority of the co-op and versus modes of play."<ref>{{cite news |url=http://www.oxm.co.uk/article.php?id=7445 |title=Left 4 Dead attacked by hackers |last=King |first=Ryan |date=2008-12-11 |work=Official Xbox 360 Magazine |accessdate=2009-02-05}}</ref>
===After release===
Similar to ''[[Team Fortress 2]]'', Valve intends to support the PC and Xbox 360 version of the game through free content updates.<ref name="Left 4 Dead DLC">{{cite web |url=http://www.shacknews.com/onearticle.x/54485 |title=Left 4 Dead DLC Will Include More Levels, Enemies; Xbox 360 Version Uses Dedicated Servers |last=Ellison |first=Blake |date=2008-08-29 |work=[[Shacknews]] |accessdate=2008-11-25}}</ref> On a podcast by [[Kotaku]], writer Chet Faliszek divulged that an announcement regarding [[Downloadable content|DLC]] for the [[Personal computer|PC]] and [[Xbox 360]] would be released "very soon", and that the announcement was delayed by the holiday season. On February 5, 2009, Valve released details about the upcoming [[downloadable content]] pack. The two full campaigns of "Death Toll" and "Dead Air" for versus mode—which were previously unavailable—are included, as well as the survival game mode, where the survivors try to survive endless waves of the infected for as long as possible. On February 11, 2009, Valve announced that the downloadable content for the game would be free for both the Xbox 360 and PC;<ref>{{cite news |url=http://kotaku.com/5151646/left-4-dead-survival-pack-will-be-free |title=Left 4 Dead Survival Pack Will Be Free |last=Crecente |first=Brian |date=2009-02-11 |work=kotaku |accessdate=2009-02-11}}</ref> and on April 21, it was released.<ref>{{cite news |url=http://www.shacknews.com/onearticle.x/57518 |title=Left 4 Dead DLC Coming Before April 21 |last=Faylor |first=Chris |date=2009-03-05 |work=Shacknews |accessdate=2009-03-10}}</ref> Survival mode shipped with 16 maps, 15 of them being modified portions of existing maps and one being a new lighthouse-themed level titled "Last Stand".<ref name="IGN L4D DLC1">{{cite web |url=http://pc.ign.com/articles/959/959549p1.html |title=Valve Takes the Gloves Off: Left 4 Dead DLC Hands-on |last=Ocampo |first=Jason |date=2009-03-06 |work=[[IGN]] |accessdate=2009-03-07}}</ref> A ''Game Of the Year Edition'' of ''Left 4 Dead'' was released on the PC and Xbox 360 on May 12, 2009 with updates and new content included on the disc.<ref name="objects1"/>.
On May 15, 2009 an open beta test for the Source Development Kit updated to support ''Left 4 Dead'' was started under the name of the "Left 4 Dead Authoring tools". This included a new set of plugins that allowed for users to import data from [[SketchUp]], a free 3D modeling program, directly into the Hammer level editor for use in maps.<ref name="SDK Beta">{{cite web |url=http://www.l4d.com/blog/post.php?id=2510 |title=Personalize your apocalypse |date=2009-05-13 |work=[[Valve_Corporation]] |accessdate=2009-06-13}}</ref> The beta was concluded on June 25, 2009 with the full release of the Left 4 Dead authoring tools and corresponding server and matchmaking update to support custom maps. The update included a command line tool for packaging custom ''Left 4 Dead'' campaigns to ease distribution.<ref>{{cite web |url=http://store.steampowered.com/news/2620/ |title=Left 4 Dead Update Released |date=2009-06-25 |work=[[Valve_Corporation]] |accessdate=2009-06-25}}</ref> A further matchmaking update to allow for matchmaking between teams of four players in versus mode is planned.<ref>{{cite web |url=http://www.l4d.com/blog/post.php?id=2390 |title=A Match Made In Zombie Heaven |last=Zoid |date=2009-04-01 |work=[[Valve_Corporation]] |accessdate=2009-06-13}}</ref><ref name="SDK Beta"></ref>
A sequel, ''[[Left 4 Dead 2]]'', was announced at the 2009 [[E3]] conference and is due November 17, 2009.<ref>{{cite news |url=http://e3.gamespot.com/story/6210612/left-4-dead-2-due-november-17 |title=Left 4 Dead 2 due November 17 |last=Magrino |first=Tom |date=2009-06-01 |work=[[GameSpot]] |accessdate=2009-06-01}}</ref> Addressing concerns voiced by fans, Gabe Newell responded to an email from Kotaku explaining that despite the upcoming sequel, ''Left 4 Dead'' would continue to be supported and more content is planned in the coming months.<ref>{{cite web |url=http://kotaku.com/5286185/valve-responds-to-left-4-dead-2-boycott-vows-support-for-original |title=Valve Responds To Left 4 Dead 2 Boycott, Vows Support For Original |last=McWhertor |first=Michael |date=2009-06-10 |work=[[Kotaku]] |accessdate=2009-03-07}}</ref>.
On August 4, 2009, Valve announced the second [[Downloadable content|DLC]] pack that will be released in September. It will contain a new campaign called ''Crash Course'', set shortly after the events of the ''No Mercy'' campaign, available for co-op, versus and survival modes, with various tweaks to game mechanics, and containing new locations and character dialog.<ref>{{cite web |url=http://store.steampowered.com/news/2708/ |title=More Left 4 Dead DLC Announced |date=2009-08-04 |work=[[Valve_Corporation]] |accessdate=2009-08-04}}</ref><ref>{{cite web |url=http://www.destructoid.com/left-4-dead-crash-course-announced-as-new-campaign-142454.phtml |title=Left 4 Dead 'Crash Course' announced as new campaign |author=[[Jim Sterling (journalist)|Jim Sterling]] |date=2009-07_04 |work=destructoid.com |accessdate=2009-03-07}}</ref><ref>{{cite web |url=http://www.destructoid.com/exclusive-preview-left-4-dead-crash-course-campaign-142570.phtml |title=Exclusive preview: Left 4 Dead 'Crash Course' campaign |author=[[Jim Sterling (journalist)|Jim Sterling]] |date=2009-07_04 |work=destructoid.com |accessdate=2009-03-07}}</ref>
==Reception==
{{VG Reviews
|Edge = 9/10
|EGM = A- A A+ <ref>"Electronic Gaming Monthly, January 2009, Issue 236, pp. 84-85." </ref>
|EuroG = 9/10<ref name="L4Dreview-Eurogamer" />
|IGN = 9.0/10<ref name="L4Dreview-IGN" />
|GI =9.25/10
|GSpot = 8.5/10<ref name="L4Dreview-Gamespot" />
|GSpy = 4.5/5<ref name="L4Dreview360-Gamespy" />
||rev1 = [[Giant Bomb]]
|rev1Score = 4/5<ref name="L4Dreview-Giant Bomb" />
|TX = 9.1/10<ref name="L4Dreview360-Teamxbox" />
|OXM = 9.5/10
|PCGUK = 93%<ref name="Left4Deadpc-pcguk">{{Citation| last = Pearson| first = Craig| title = Left 4 Dead| newspaper = [[PC Gamer UK]]|date=Christmas 2008}}</ref>
|rev1 = [[Giant Bomb]]
|rev1Score = 4/5<ref name="L4Dreview-Giant Bomb"/>
|XPlay = 5/5<ref>{{cite web|url=http://g4tv.com/xplay/reviews/1871/Left_4_Dead.html|title=Left 4 Dead Review Videos|publisher=[[X-play]]|accessdate=2009-04-19}}</ref>
| MC = 89 (PC and Xbox 360)<ref>{{cite web |url=http://www.metacritic.com/games/platforms/xbox360/left4dead |title=Left 4 Dead (xbox360: 2008): Reviews |publisher=[[Metacritic]] |accessdate=2008-11-18}}</ref><br /><ref>{{cite web |url=http://www.metacritic.com/games/platforms/pc/left4dead |title=Left 4 Dead (PC: 2008): Reviews |publisher=[[Metacritic]] |accessdate=2008-11-21}}</ref>
|GR = 89 (Xbox 360 and PC)<ref>{{cite web |url=http://www.gamerankings.com/xbox360/937407-left-4-dead/index.html |title=Left 4 Dead for Xbox 360 |publisher=[[Game Rankings]] |accessdate=2009-05-01}}</ref><ref>{{cite web |url=http://www.gamerankings.com/htmlpages2/937406.asp |title=Left 4 Dead for PC |publisher=[[Game Rankings]] |accessdate=2008-05-01}}</ref>
|Res = 92 <ref name="L4Dreview-Resolution">{{cite web |url=http://www.resolution-magazine.co.uk/issue1/review_left4dead.htm |title=Left 4 Dead Review |last=Denby |first=Lewis |publisher=[[Resolution]] |accessdate=2008-12-09}}</ref>
|Fam = 35/40<ref>[http://fs.finalfantasytr.com/search.asp?query=Left+4+dead ]{{dead link|date=June 2009}}</ref>
}}
''Left 4 Dead'' received mostly positive praise from critics and universal praise from public community mostly from [[Metacritic]],<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/left4dead?q=left%204%20dead |title=Left 4 Dead (pc: 2008): Reviews |publisher=Metacritic.com |date=2008-11-17 |accessdate=2009-06-27}}</ref> with an aggregated score of 88 percent on [[Game Rankings]] and 89 percent on [[Metacritic]]. [[IGN]] stated, "It's almost pitch perfect in how it captures the tension and the action of a Hollywood zombie movie", and went on to describe it as, "quite possibly the perfect co-op shooter."<ref name="L4Dreview-IGN">{{cite web |url=http://pc.ign.com/articles/930/930763p1.html |title=Left 4 Dead Review |last=Ocampo |first=Jason |publisher=IGN |accessdate=2008-11-18}}</ref> [[Giant Bomb]] commented that the Source engine was beginning to show its age, but praised the game's use of lighting and filmic effects that gives the game world, "a desolate, washed-out feeling", as well as the realistic and emotive faces and the engrossing art direction.<ref name="L4Dreview-Giant Bomb">{{cite web |url=http://www.giantbomb.com/left-4-dead/61-20690/reviews/ |title=Left 4 Dead Review last=Davis |first=Ryan |date=2008-11-18 |publisher=[[Giant Bomb]] |accessdate=2008-12-19}}</ref> [[Eurogamer]] concluded that ''Left 4 Dead'' "is another deeply professional, personality-filled and progressive take on the shooter from Valve."<ref name="L4Dreview-Eurogamer">{{cite web |url=http://www.eurogamer.net/articles/left-4-dead-review |title=Left 4 Dead Review |last=Gillen |first=Kieron |publisher=[[Eurogamer]] |accessdate=2008-12-02}}</ref> Both IGN and [[Gamespot]] praised the game's replayability, but Gamespot criticized the "limited map selection" that could "sometimes feel a bit repetitious".<ref name="L4Dreview-Gamespot">{{cite web |url=http://www.gamespot.com/pc/action/left4dead/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |title=Left 4 Dead for PC Review |last=Watters |first=Chris |date=2008-11-20 |publisher=[[GameSpot]] |accessdate=2008-12-08}}</ref><ref name="L4Dreview-IGN" /> [[Gamespy]] noted the lack of an overall narrative between the campaigns was disappointing,<ref name="L4Dreview360-Gamespy">{{cite web |url=http://xbox360.gamespy.com/xbox-360/left-4-dead/930843p1.html |title=Left 4 Dead Review |last=Tuttle |first=Will |date=2008-11-17 |publisher=[[GameSpy]] |accessdate=2008-11-18}}</ref> however some reviewers praised its faithfulness to the [[Zombies in popular culture|zombie film genre]],<ref>{{cite web |title=Left 4 Dead Review |publisher=Examiner.com |url=http://theexplodingbarrel.com/?p=2094 |date=2008-11-17 |quote=''First and foremost, it's probably the most faithful video incarnation of the zombie genre that fans have ever been treated to. Yes, even better than Resident Evil 4'' |accessdate=2008-11-23}}</ref><ref>{{cite web |title=Left 4 Dead Review |publisher=[[Game Informer]] |url=http://www.gameinformer.com/Games/Review/200901/R08.1118.1603.13328.htm |date=2008-11-17 |quote=''The amazing level designs will remind you of every zombie movie ever made'' |accessdate=2008-11-23}}</ref><ref>{{cite web |title=Eight Hands-on: Left 4 Dead Impressions |publisher=Rock, Paper, Shotgun |url=http://www.rockpapershotgun.com/2008/11/04/eight-hands-on-left-4-dead-impressions/ |date=2008-11-04 |quote=''Over breakfast yesterday – before playing – we were talking about different takes on the zombie game that we'd like to see. One which didn't come up is one which Left 4 Dead grasps completely – its inherent perverseness. Now, it's a constant internet thing to discuss what you'd do in a Zombie Invasion, the implication being that you're smarter than anyone else. Which is fine... but that's not how the genre works'' |accessdate=2008-11-23}}</ref> including the "deliberately ambiguous" back-story,<ref>{{cite web |title=Left 4 Dead Preview |publisher=Game.co.uk |url=http://www.game.co.uk/lowdown.aspx?lid=10067 |date=2008-10-15 |quote=''As with the best horror flicks, the back-story is left deliberately ambiguous'' |accessdate=2008-11-26}}</ref> and the amount of characterization and emotion brought by each of the four survivors.<ref>{{cite web |title=Left 4 Dead, Team Fortress 2, and Valve |publisher=ign.com |url=http://uk.pc.ign.com/articles/936/936221p1.html |date=2008-12-05 |quote=''Yet it also features four distinct survivors who convey an incredible amount of emotion through their facial animations and the rich amount of voice acting. There's Bill, the grizzled old veteran; Francis, the tough biker; Louis, the everyday dude; and Zoey, the college girl. They're so memorable that you can hear their voices in your mind as clear as day'' |accessdate=2008-11-26}}</ref> [[TeamXbox]] commented that [[Clipping (computer graphics)|clipping]] issues hurt the otherwise "incredibly good" visual experience.<ref name="L4Dreview360-Teamxbox">{{cite web |url=http://reviews.teamxbox.com/xbox-360/1622/Left-4-Dead/p1/ |title=Left 4 Dead Review (Xbox 360) |last=Eddy |first=Andy |date=2008-11-17 |quote=''The motion-capture animation that makes up the varied zombie behavior is incredibly good, with the visuals peaking when a rushing gray-black mass of zombies are climbing up, over and through the terrain to get at you(...) On the other hand, it's irritating when you come into a room and see an enraged zombie clipping through from the other side of a wall or door'' |publisher=[[TeamXbox]] |accessdate=2008-11-18}}</ref> [[Hideo Kojima]], creator of the [[Metal Gear (series)|Metal Gear series]] declared in an interview to [[1UP.com]] that he was "addicted to the game", which was, in his view, one of the "core titles made with movie-industry people that explore the depths of hi-def".<ref>{{cite web |url=http://www.1up.com/do/newsStory?cId=3172266 |title=Kojima: "Maybe I Should Quit Being Japanese" |last=Kojima |first=Hideo |quote=''There are games everyone can play -- maybe calling them 'kids' games' would be inappropriate -- but there's also a deep base of core titles made with movie-industry people that explore the depths of hi-def. I'm addicted to Left 4 Dead right now, but people say to me that that game would never work in Japan.'' |date=2009-01-14 |publisher=[[1UP.com]] |accessdate=2009-01-19}}</ref>
On October 28, 2008, Valve reported that preorders for ''Left 4 Dead'' had beaten those of ''[[The Orange Box]]'' by 95 percent after the Steam pre-order was launched.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55618 |title=Left 4 Dead Midnight Launch Chatty Left 4 Dead Tops Orange Box Pre-orders by 95%, Valve Launches New Contest |last=Breckon |first=Nick |date=2008-10-28 |publisher=[[Shacknews]] |accessdate=2008-11-18}}</ref> On November 21, 2008, the day of the game's release in Europe, Valve issued a press release stating that ''Left 4 Dead'' had exceeded the pre-order numbers of ''[[The Orange Box]]'' by over 160 percent.<ref>{{cite web |url=http://store.steampowered.com/news/2052/ |title=Left 4 Dead Available at Retail Worldwide |date=2008-10-28 |publisher=[[Valve Corporation]] |accessdate=2008-12-14}}</ref> The Xbox 360 version of ''Left 4 Dead'' was the seventh best-selling game of December 2008 in the United States, selling in excess of 629,000 copies.<ref name="gamedaily">{{cite web |title=NPD: Nintendo Drives '08 Industry Sales Past $21 Billion |url=http://www.gamedaily.com/articles/news/npd-nintendo-drives-08-industry-sales-past-21-billion-/?biz=1 |publisher=[[Game Daily]] |accessdate=2009-01-15 |date=2009-01-15}}</ref> On February 3, Electronic Arts revealed that ''Left 4 Dead'' had sold 1.8 million copies, excluding Steam and worldwide sales figures.<ref>{{cite web |title=Left 4 Dead Sells 1.8 Million at Retail |url=http://www.shacknews.com/onearticle.x/57074 |publisher=[[Shacknews]] |accessdate=2009-02-07 |date=2009-02-03 |accessdate=2009-02-08}}</ref> On March 26, Mike Booth revealed that the game had exceeded 2.5 million sales at retail during a presentation at the Game Developers Conference 2009.<ref>{{cite web |title=Left 4 Dead Hits 2.5 Million Sold at Retail |url=http://www.shacknews.com/onearticle.x/57883 |last=Faylor |first=Chris |publisher=[[Shacknews]] |accessdate=2009-03-26 |date=2009-03-26 |accessdate=2009-02-08}}</ref>
===Awards===
''Left 4 Dead'' received recognition as one of the best multiplayer and PC games of 2008 from various organizations and gaming publications. The game was named the Best Multiplayer Game of 2008 by [[IGN]],<ref>{{cite web |url=http://bestof.ign.com/2008/pc/18.html |title=IGN PC: Best Multiplayer Game 2008 |publisher=IGN |accessdate=2008-12-20}}</ref><ref>{{cite web |url=http://bestof.ign.com/2008/xbox360/18.html |title=IGN 360: Best Online Multiplayer Game 2008 |publisher=IGN |accessdate=2008-12-20}}</ref> [[GameSpy]],<ref>{{cite web |url=http://goty.gamespy.com/2008/multiplayer/10.html |title=Gamespy — Multiplayer Top 10 |publisher=[[Gamespy]] |accessdate=2008-12-20}}</ref> [[Spike TV]],<ref>{{cite web |url=http://news.bigdownload.com/2008/12/15/left-4-dead-wins-best-pc-game-at-spikes-video-game-awards/ |title=Left 4 Dead wins Best PC Game at Spike's Video Game Awards |last=Callaham |first=John |date=2008-12-15 |publisher=[[Game Daily]] |accessdate=2008-12-16}}</ref> [[NoFrag]]<ref>{{cite web |url=http://www.nofrag.com/2008/dec/28/ |title=NoFrag : Left 4 Dead élu FPSOTY 2008 |date=2008-12-28 |publisher=[[NoFrag]] |accessdate=2009-01-05}}</ref> and [[BAFTA]];<ref>{{cite web |url=http://www.bafta.org/awards/video-games/nominations,664,BA.html |title=BAFTA Video Game Awards List of Nominations and Winners |date=2009-03-10 |publisher=[[British Academy of Film and Television Arts]] |accessdate=2009-03-10}}</ref> and as the Computer Game of the Year by the [[Academy of Interactive Arts & Sciences|Academy of Interactive Arts & Sciences (AIAS)]],<ref>{{cite web |url=http://www.interactive.org/awards/annual_awards.asp?idAward=2009 |title=AIAS ANNUAL AWARDS > 12TH ANNUAL AWARDS |date=2009-02-19 |publisher=[[Academy of Interactive Arts & Sciences]] |accessdate=2009-02-21}}</ref> Spike TV, and [[Bit-tech]].<ref>{{cite web |url=http://www.bit-tech.net/gaming/2008/12/29/top-10-pc-games-of-the-year-2008/7 |title=Game of the Year – Left 4 Dead |publisher=[[Bit-tech]] |accessdate=2009-01-10}}</ref> Other awards include Outstanding Achievement in Online Gameplay from the AIAS, Best Use of Sound for the PC<ref>{{cite web |url=http://bestof.ign.com/2008/pc/14.html |title=IGN PC: Best Use of Sound 2008 |publisher=IGN |accessdate=2008-12-20}}</ref> and Best Shooting<ref>{{cite web |url=http://bestof.ign.com/2008/overall/8.html |title=IGN Overall: Best Shooter 2008 |publisher=IGN |accessdate=2009-02-12}}</ref> game overall from IGN, Father of All FPS from Nofrag, and the best Cooperative Multiplayer<ref>{{cite web |url=http://www.gamespot.com/best-of/special-achievement/index.html?page=19 |title=Gamespot's Best Games of 2008: Best Cooperative Multiplayer |publisher=Gamespot |accessdate=2009-02-12}}</ref> and Shooter<ref>{{cite web |url=http://www.gamespot.com/best-of/genre-awards/index.html?page=9 |title=Gamespot's Best Games of 2008: Best Shooting Games |publisher=Gamespot |accessdate=2009-02-12}}</ref> of 2008 from [[GameSpot]] who also nominated it for game of the year.
==See also==
* [[List of undead-themed video games]]
{{-}}
==References==
{{reflist|2}}
==External links==
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* [http://www.l4d.com/ ''Left 4 Dead'' official website]
* [http://store.steampowered.com/app/500/ ''Left 4 Dead''] on [[Steam (content delivery)|Steam]]
{{Valve games}}
{{Source engine games}}
[[Category:2008 video games]]
[[Category:Cooperative video games]]
[[Category:First-person shooters]]
[[Category:Post-apocalyptic video games]]
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[[Category:Xbox 360 games]]
[[Category:Zombies and revenants in fiction]]
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New page wikitext, after the edit (new_wikitext ) | '{{Infobox VG
| title = Left 4 Dead
| image = [[Image:Left4Dead Windows cover.jpg|252px]]
| caption = ''Left 4 Dead'' box art
| developer = [[Valve Corporation]] (Windows version)<br />[[Certain Affinity]] (Xbox 360 version)<small>
| designer = Mike Booth
| composer = Mike Morasky
| publisher = [[Valve Corporation]]
| writer = Chet Faliszek
| distributor = [[Electronic Arts]] <small>(retail)</small><br />[[Steam (content delivery)|Steam]] <small>(online)</small>
| engine = [[Source (game engine)|Source]]
| release = {{collapsible list|title=November 18, 2008|'''[[Microsoft Windows|Windows]] & [[Xbox 360]]:'''<br /><small>(retail)</small><br />{{vgrelease|NA=November 18, 2008|EU=November 21, 2008}}'''Windows:''' <small>(download)</small><br />November 18, 2008<br />'''Windows and Xbox 360''': <small>(Game of the Year Edition)</small><br />May 5, 2009<ref name="objects1">{{cite web |url=http://pc.ign.com/objects/143/14322218.html |title=Left 4 Dead (Game of the Year Edition) |work=[[IGN]] |accessdate=2009-04-24}}</ref><br />}}
| genre = [[First-person shooter]]<br />[[Survival horror<!--See talk page for a discussion about the genre-->]]
| modes = [[Cooperative gameplay|4-player Cooperative multiplayer]], 4-vs-4 multiplayer, Single-player
| ratings = {{vgratings|BBFC=18|ESRB=M|OFLCA=MA15+|PEGI=18+}}
| platforms = [[Microsoft Windows]], [[Xbox 360]]
| media = Download, [[DVD]]
| requirements = 3.0 [[Hertz|GHz]] Pentium 4, 2.0 [[Hertz|GHz]] Dual Core, or AMD64X2 [[central processing unit|processor]],<br />1 [[gigabyte|GB]] [[Random Access Memory|RAM]],<br />128 MB [[DirectX]] 9.0 [[graphics card]],<br />[[Pixel Shader 2.0]] support,<br />DirectX 9.0c-compatible [[sound card]],<br />[[Internet]] Connection for product activation and downloading updates
}}
'''''Left 4 Dead''''' is a [[Cooperative gameplay|cooperative]] [[first-person shooter]] [[video game]]. It was developed by [[Turtle Rock Studios]], which was purchased by [[Valve Corporation]] during development. The game uses Valve's proprietary [[Source (game engine)|Source engine]], and is available for [[Microsoft Windows|Windows]] and the [[Xbox 360]]. Development on the game was completed on November 13, 2008 and was released on November 18, 2008 in the United States and on November 21, 2008 in Europe.
Set during the aftermath of an [[Zombie apocalypse|apocalyptic]] [[pandemic]], the game pits its four protagonists—dubbed "the Survivors"—against hordes of the infected. There are four game modes: a single-player mode in which allied characters are controlled by AI; a four-player, co-op campaign mode; an eight-player online versus mode; and a four-player survival mode. In all modes, an [[game artificial intelligence|artificial intelligence]] (AI), dubbed the "[[#AI and the Director|Director]]", controls level pacing and item spawns, in an attempt to create a dynamic experience and increase [[replay value]].
''Left 4 Dead'' was well received by the industry media upon its release, with praise given for its replay value, focus on cooperative play, and [[Film|movie]]-like experience. Several criticisms were aimed at limited level selection and the lack of a narrative. The game has won several publication awards, as well as distinctions from the [[Academy of Interactive Arts & Sciences]] and [[British Academy Video Games Awards|British Academy of Film and Television Arts]]. As was done with ''[[Team Fortress 2]]'', Valve plans on supplementing the game with free downloadable content. The first of these, called the "Survival Pack", was released on April 21, 2009. The popularity of the game led to the development of a sequel, ''[[Left 4 Dead 2]]'', which will be released in November 2009.
<!-- Anyone planning on adding a notation about L4D2, look down a few sections -->
==Gameplay==
[[Image:Left 4 Dead screenshot.jpg|thumb|left|In ''Left 4 Dead'', the four survivors must fight off infected humans while trying to escape or make their way to a safe house.]]
''Left 4 Dead'' is a [[first-person shooter]], though it makes use of the third-person perspective during [[cut scene]]s and some player actions. In campaign mode, the player takes control of one of the survivors; if four human players are not available, then the remaining survivors are AI-controlled [[Computer game bot|bots]]. They play through the levels fighting off the infected—living humans who have been infected with, according to Mike Booth (reworded) a [[rabies]]-like virus that causes [[psychosis]], to which the survivors are immune.<ref name="1up.com">{{cite web |url=http://www.1up.com/do/feature?cId=3172298 |title=Left 4 Dead Afterthoughts from 1UP.com |publisher=1UP.com |accessdate=2009-01-23}}</ref><ref>{{cite web |url=http://www.gamespot.com/pc/action/left4dead/news.html?sid=6173776 |title=Left 4 Dead E3 2007 Preshow First Impressions |date=2007-07-11 |publisher=[[GameSpot]] |accessdate=2008-11-21}}</ref>
The game is focused on cooperation and team play; colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another survivor. If a survivor's [[Health (game mechanic)|health]] is depleted, then they become incapacitated and can only be revived by another survivor, at which point they continue playing with a low amount of health that decreases over time. If a survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted [[black-and-white]] vision, and the next incapacitation will kill the character. If a survivor incurs enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated character will die. During "Campaign" mode, if a survivor is killed, then they will [[Spawning (computer gaming)|respawn]] in a closet or other enclosed space after a period of time (except during key points in the scenario), but must be freed by another survivor to rejoin the team. Otherwise, the player must wait until the next level.<ref>{{cite web |title=IGN ''Command Prompt'' Podcast, Episode 21 |url=http://pc.ign.com/articles/919/919917p1.html |publisher=IGN |date=2008-08-14}}</ref> Survivors can share [[first-aid kit]]s and pain pills and help each other heal. ''Left 4 Dead'' has [[friendly fire]] that cannot be disabled, increasing the need for caution around other survivors. On the easy difficulty level, friendly fire does not harm teammates but still registers as having occurred with a notice on the screen saying, "Don't shoot teammates!"
The survivors communicate by voice commands that are accessed by quick menus, and some sound off automatically when performing actions such as reloading or spotting infected.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Subway (developer commentary) |quote='''Elan Ruskin''': Each survivor has a large database of lines to choose from based on their present activity and a variety of factors, such as their health, stress level, kind of special infected seen so far, and many others.}}</ref> Over 1,000 unique lines have been recorded for each survivor.<ref name="411handson" /> Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and [[muzzle flash]]es help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving. Due to control issues and the likelihood of players using a [[Xbox 360 accessories#Headset|LIVE headset]], the Xbox 360 version of ''Left 4 Dead'' omits the quick phrases feature.<ref name="making_of_e3_video" />
The game is experienced through four campaigns that take place in various urban and rural locales. Multiple visual in-game hints—including license plates, park signs, and markings on airport equipment—imply that these locations are in [[Pennsylvania]],<ref>{{cite web |url=http://www.joystiq.com/2009/07/03/interview-valves-doug-lombardi/ |title=Interview: Valve's Doug Lombardi |date=2009-07-03 |publisher=Joystiq |accessdate=2009-07-14}}</ref> and similarly a memorial wall giving names of those who have died in the infection (actually names of the game's development team) along with their dates of birth and death suggests that the game takes place in October 2009.<ref>{{cite web |url=http://left4dead411.com/news/2008/11/valve-has-balls/ |title=Valve Has Balls, Play With Them |date=2008-11-22 |publisher=Left 4 Dead 411 |accessdate=2009-05-11}}</ref> Each campaign is divided into five chapters marked by safe rooms, which are checkpoints where players can heal, re-arm and revive characters who were killed.<ref>{{cite web |title=Left 4 Dead Hands-on Previews |url=http://www.shacknews.com/featuredarticle.x?id=745 |publisher=[[Shacknews]] |date=2008-01-17 |accessdate=2008-10-25}}</ref> Specifically, the four campaigns are: "No Mercy", an urban setting culminating in a [[hospital]] [[skyscraper]]; "Death Toll", a small-town and countryside setting; "Dead Air", an airport setting; and "Blood Harvest", a woodland and farm setting.
The levels have distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity.<ref name="gamespot_e3_2008_stageshow">{{cite web |title=GameSpot Video: Left 4 Dead E3 2008 Stage Show Demo |url=http://www.gamespot.com/xbox360/action/left4dead/video/6194927/left-4-dead-e3-2008-stage-show-demo |publisher=[[GameSpot]] |date=2008-07-23 |accessdate=2008-07-23}}</ref> In the final chapter of each campaign, the players must defend a position from an onslaught of infected until rescue arrives.<ref name="411handson">{{cite web |title=Left 4 Dead Hands-on Preview – Survivor Side |url=http://www.left4dead411.com/left-4-dead-preview-pg1 |publisher=Left 4 Dead 411 |accessdate=2008-10-25}}</ref> Each campaign typically lasts between 35 and 75 minutes depending on the difficulty level. The Windows and Xbox 360 versions of the game both contain achievements.<ref>{{cite web |url=http://www.maximumpc.com/article/%5Bprimary-term%5D/e3_2008_left4dead_interview_new_graphics_weapons_and_steam_achievement_details |title=E3 2008: Left4Dead Interview. New Graphics, Weapons, and Steam Achievement Details |last=Chan |first=Norman |date=2008-07-21 |work=[[Maximum PC]] |accessdate=2008-10-26}}</ref>
===Survivors===
[[Image:Left 4 Dead Revised Cast.jpg|right|thumb|The final design of the survivors, shown on the poster for the "No Mercy" campaign. Left to right: Francis, Bill, Zoey, Louis]]
== Non-Playable Characters ==
* '''Helicopter Pilot''' (''No Mercy'' scenario), voiced by Dennis Bateman
* '''"Houseboat Radio Voice"''' (''Death Toll'' scenario), voiced by John Lowrie
* '''"Airport Runway Radio Voice"''' (''Dead Air'' scenario), voiced by Gary Schwartz
* '''Church Lunatic''' (''Death Toll'' scenario), voiced by Nathan Vetterlein
* '''"Farmhouse Radio Voice"''' (''Blood Harvest'' scenario), voiced by David Scully
===Infected characters===
The infected (voiced by [[experimental music|experimental]] musician [[Mike Patton]] and [[Fred Tatasciore]])<ref>{{cite web |url=http://www.imdb.com/title/tt1323932/ |title=Left 4 Dead (2008) (VG)|publisher=[[IMDB]] |accessdate=2009-05-14}}</ref> are the survivors' foes in ''Left 4 Dead'', and they appear to be partly inspired by the infected from several modern films, including ''[[Dawn of the Dead]]''<ref>{{cite web |first=Jason |last=Ocampo |title=Left 4 Dead Review |url=http://uk.pc.ign.com/articles/930/930763p1.html |publisher=[[IGN]] |date=2008-11-17 |accessdate=2009-08-11|quote=''Left 4 Dead is a game that venerates zombie movies throughout the ages, from George A. Romero's Dawn of the Dead to Danny Boyle's 28 Days Later''}}</ref> or ''[[28 Days Later]]''.<ref name="cavg">{{cite web |first=Jim |last=Rossignol |title=Preview: Left 4 Dead |url=http://www.computerandvideogames.com/article.php?id=151399 |publisher=[[PC Gamer]] |date=2006-12-12 |accessdate=2009-01-20}}</ref> An important distinction is that while the infected do not resemble traditional [[undead]] [[zombie]]s, they are, as cited in the game's manual, living humans infected with a [[rabies]]-like [[pathogen]]. While they are never seen eating human flesh or brains, the manner in which they are portrayed is meant to create and sustain a more brutal, believable reality for the player to immerse his or herself in. In an interview with 1Up.com, Mike Booth commented on the concept of using a pathogen as an inspiration for the setting:{{cquote|
Even though we obviously pushed well beyond the realm of believability with many of our "boss" infected, the core idea of a mind-destroying, civilization-collapsing pathogen is more horrifying to me than magically animated corpses, precisely because it is plausible. Rabies is a good example of a pathogen that can turn a loyal, friendly, protective family pet into a slavering attack machine. It's a virus that reprograms the behaviors of a complex animal – a mammal, in fact. What if something similar happened to humans? ''Left 4 Dead'' is one possible answer.<ref name="1up.com"/>
}}
The common infected encountered during the game are fast and agile, weak individually, but may be overwhelming in numbers. They display a special attraction to high-pitched alarm-type sounds, such as the beeping device attached to pipe bombs and car alarms. Common infected will often chase down the source of these noises while ignoring lower-pitched, but much louder sounds such as gunfire. They occasionally attack in masses referred to in-game as a "horde".<ref name="Infected Guide">{{cite web |url=http://news.bigdownload.com/2008/12/02/left-4-dead-guide-how-to-identify-a-zombie/ |title=Left 4 Dead Guide: How to Identify a Zombie |date=2008-12-02 |publisher=Big Download |accessdate=2008-12-10}}</ref>
In addition to the common infected, there are five "special" or "[[Boss (video games)|boss]]" infected whose mutations grant them special attacks that make them much more dangerous:
* The Boomer, a bloated infected whose vomit and bile (which may be released at will and upon death) blinds the player briefly and attracts a horde of common infected.
* The Hunter, an agile infected that can pounce on survivors from great distances.
* The Smoker, an infected that ensnares survivors with its long tongue<!--they are ''not'' intestines--> at a distance and, upon death, releases a cloud of smoke that obscures vision.
* The Tank, a huge, muscular infected that is powerful and difficult to kill.
* The Witch, a passive female infected, who, when provoked by loud sounds, lights, gunshots, a survivor approaching too closely, or general stimulation, will trigger her to attack her provoker. She is able to knock down the provoker in one hit and will quickly kill them if not killed herself.<ref name="Left 4 Dead—Infected">{{cite web |url=http://www.l4d.com/infected.htm |title=Left 4 Dead Guide |publisher=[[Valve Corporation|Valve]] |accessdate=2008-12-12}}</ref>
The victims of some of these attacks require assistance from a teammate before they can regain control. Each of the special infected, as well as approaching hordes, have a distinctive sound or a timely [[leitmotif|musical cue]], making their presence easily recognizable by players.<ref name="Infected Guide" />
In versus mode, four additional players can take control of the special infected—apart from the witch, which remains computer-controlled. Each infected player is randomly assigned a class of special infected when they enter a [[spawning (computer gaming)|spawn mode]]. While in spawn mode, the infected can quickly roam around the map in search of an appropriate place in which to spawn. This location must be sufficiently distant from any survivor, out of the line of sight of any survivor, and outside restricted areas such as safe rooms. Upon death, the infected player must wait up to 10-25 seconds before reentering spawn mode, depending on how many players are on the infected team. When a tank is spawned in the game, infected players receive a message indicating which player will control it. The human-controlled infected can see their teammates' outlines through walls similar to the survivors, but can also see each survivor's outline, which is colored according to the survivor's health and fades out if the survivor refrains from attacking, running and vocalizing. Vertical pathways exclusive to the infected, such as pipes and vines, are marked with animated symbols for the infected players. These can be climbed and used for ambushes.
===AI and the Director===
[[Image:Left 4 Dead Director Intensity.jpg|thumb|right|In ''Left 4 Dead'', the AI Director computes each player's "stress level" based on a variety of factors to better pace the game and provide a fair challenge.]]
The [[Game artificial intelligence|artificial intelligence]] of ''Left 4 Dead'' features a dynamic system for game dramatics, pacing and difficulty called the "Director". Instead of fixed [[spawn point]]s for enemies, the Director places enemies and items in varying positions and quantities based upon each player's current situation, status, skill and location, creating a new experience for each playthrough.<ref name="411handson" /> The Director also creates mood and tension with emotional cues, such as visual effects, dynamic music, and character communication.<ref name="making_of_e3_video" /> Valve has termed this dynamic set-up "[[Emergent gameplay#Emergent narrative|procedural narrative]]".<ref>{{cite web |url=http://www.edge-online.com/blogs/gabe-newell-writes-edge |title=Gabe Newell Writes for Edge |last=Newell
|first=Gabe |date=2008-11-21
|quote=''The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.''
|work=[[Edge (magazine)|Edge]] |accessdate=2008-11-22}}</ref>
In addition to the AI Director, there is a second Director that controls music. It was created as a way to keep the music interesting throughout the game. The music Director monitors what a player has experienced to create an appropriate mix. The process is client-side and done by a multi-track system. Each player hears their own mix, which is being generated as they play through the game, and dead players watching a teammate hear their teammates' mix.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy (developer commentary) |quote='''Tim Larkin''': We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in ''Left 4 Dead'' has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of ''Left 4 Dead'' is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to ''Left 4 Dead''.}}</ref>
===Game modes===
''Left 4 Dead'' contains four game modes: campaign, versus, survival, and single-player. The cooperative campaign consists of up to four human-controlled survivors who attempt to make their way between safe rooms and eventually to rescue. In this mode, the special infected are controlled by the AI. In a versus campaign, each team of four players plays each chapter of the campaign as both survivor and infected, swapping sides once per chapter.<ref name="L4Dreview-Gamespot" /> Unlike campaign mode, dead survivors do not respawn. If at least one survivor finishes the chapter, then the team playing the survivors earns points according to their average progress through the chapter, as well as bonus points based on their health and the health items in their inventory. These points are then multiplied by the chapter's difficulty level, and the number of survivors who finished. If all the survivors are killed, then they only earn progress points and the difficulty multiplier.<ref>{{cite web |url=http://left4dead411.com/left-4-dead-versus-preview-1 |title=Left 4 Dead Versus Preview |date=2008-11-17 |publisher=Left 4 Dead 411 |accessdate=2009-05-01}}</ref> Survival mode consists of a timed challenge where players try to survive as long as possible against a never-ending flood of the infected.<ref name="IGN L4D DLC1" /> Single-player mode is basically the same as campaign mode, but played offline with three AI-controlled bots as the other survivors, however other players can join in on the same console to turn single player into an offline co-op game. The game can also be played through a system link, or local area network.
==Production==
[[Image:L4DP.JPG|thumb|The original design of the survivors. Left to right: Louis, Francis, Zoey, Bill]]
Development on ''Left 4 Dead'' started in mid-2005.<ref name="play.tm_gabe_interview">{{cite web |last=Guttridge |first=Luke |title=Valve Software's Doug Lombardi interview |url=http://play.tm/interview/17853/valve-software-s-doug-lombardi/ |publisher=Play.tm |date=2008-05-01 |accessdate=2008-08-20}}</ref> Valve aimed to create a horror film-inspired game that merges single player games' character-driven narrative structure with multiplayer games' social interaction and high [[replay value|replayability]].<ref name="making_of_e3_video" /> The game was first revealed in the Christmas 2006 publication of ''[[PC Gamer#PC Gamer UK|PC Gamer UK]]'' with a six-page article describing a playthrough at Valve's headquarters. A [[Teaser trailer|teaser]] was released with ''[[The Orange Box]]''. The game was first playable at the Showdown 2007 LAN in [[San Jose, California|San Jose]] and at [[QuakeCon#2007|QuakeCon 2007]]. [[Turtle Rock Studios]] announced ''Left 4 Dead'' on November 20, 2006,<ref>{{cite web |title=Turtle Rock and Valve Announce Left 4 Dead |url=http://www.shacknews.com/docs/press/112006_left4dead.x |publisher=[[Shacknews]] |date=2006-11-20 |accessdate=2008-10-25}}</ref> and was acquired by [[Valve Corporation]] on January 10, 2008, because of the game and long-standing relationship between the companies.<ref name="Valve 2008-01-10">{{cite web |title=Valve Acquires Turtle Rock Studios |url=http://store.steampowered.com/news/1401/ |publisher=[[Steam (content delivery)|Steam]] |publisher=[[Valve Corporation]] |date=2008-01-10 |accessdate=2008-01-10}}</ref> The game opened up to pre-purchasing on Valve's [[Steam (content delivery)|Steam system]] on October 15, 2008.<ref>{{cite web |title=Left 4 Dead Pre-Purchase Infection on Now |url=http://store.steampowered.com/news/1897/ |publisher=[[Valve Corporation]] |date=2008-10-15 |accessdate=2008-10-25}}</ref>
To give ''Left 4 Dead'' significant exposure, Valve financed a $10-million marketing campaign for the game in the United States and Europe, with advertisements appearing on television, print, websites and outdoor placements in many cities. Valve also hosted photo contests called, "Dude, where's my thumb?" offering copies of ''Left 4 Dead'' to people who submitted the best picture involving zombies or the outdoor advertising.<ref>{{cite web |title=Left 4 Dead Available at Retail Worldwide |url=http://store.steampowered.com/news/2052/ |publisher=[[Valve Corporation]] |date=2008-11-21 |accessdate=2008-11-25}}</ref>
===Development===
''Left 4 Dead'' uses the latest version of Valve's [[Source engine]], with improvements such as [[multi-core]] processor support and [[Physics engine|physics-based animation]] to more realistically portray hair and clothing, and to improve physics interaction with enemies when shot or shoved in different body parts.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Hospital (developer commentary) |quote='''Miles Estes''': Since killing zombies is such a big part of this game, we invested a lot of time into making their death animations more dramatic than simple ragdolls. We had a professional stuntman on the motion capture stage perform about a hundred different dying animations from different kinds of weapons and hit from different directions, like from the front or behind. We then combined these mo-cap animations with the physics-driven ragdolls.}}</ref> Animation was also improved to allow characters to lean realistically when moving in curved paths. Rendering and artificial intelligence were scaled up to allow for a greater number of enemies who can navigate the world in better ways, such as climbing, jumping, or breaking obstacles.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |quote='''Phil Robb''': We treat the infected horde as a major character in ''Left 4 Dead'', and spend a lot of effort in making their movements believable. This includes hundreds of motion-captured animations that are algorithmically blended with the physics system to create characters that realistically interact with their environment and each other. ... When they see a survivor, they become enraged, taking off at a full sprint, leaning into their turns, jumping and climbing over everything in their way, trying to get to their victim. We wanted to express this rage in their faces as well, so we found efficient ways for each member of the horde to make intense facial expressions.}}</ref><ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Subway (developer commentary) |quote='''Matt Campbell''': Although it sounds ridiculous to talk about advanced zombie AI, we spent a great deal of time on the AI systems for the common horde. First and foremost is their ability to navigate. The environments in ''Left 4 Dead'' are geometrically complex, and littered with breakable and movable objects. One of the design goals for the zombie horde was that there can never be a place where a survivor can stand that a zombie cannot navigate to. To make this happen required not only robust path-finding code, but also path-following algorithms as well. These path followers have to continuously evaluate the local geometry around them, and decide whether to crouch, stand, jump, climb over, and otherwise navigate nearly-arbitrary environmental obstacles.}}</ref> Lighting was enhanced with new self-shadowing [[normal mapping]] and advanced shadow rendering that is important to convey information about the environment and player actions.<ref name="making_of_e3_video" /><ref name="firingsquad_valve_interview">{{cite web |last=Callaham |first=John |title=Left 4 Dead Interview |url=http://www.firingsquad.com/games/left_4_dead_interview/default.asp |publisher=FiringSquad |date=2007-03-22 |accessdate=2008-09-01}}</ref> Wet surfaces and fog are used to create mood.<ref name="gamesfest2008-presentation">{{cite web |author=[[Valve Corporation]] |title=How Valve Connects Art Direction to Gameplay |url=http://www.valvesoftware.com/publications/2008/GameFest08_ArtInSource.pdf |format=PDF|month=July | year=2008 |accessdate=2008-08-02}}</ref><ref>{{cite web |url=http://www.gamesetwatch.com/2008/07/indepth_how_valve_makes_art_to.php |title=In-Depth: How Valve Makes Art To Enhance Gameplay |last=Carless |first=Simon |date=2008-07-31 |publisher=GameSetWatch |accessdate=2008-10-26}}</ref> Many kinds of [[Video post-processing|post processing]] cinematic visual effects inspired by horror movies have been added to the game. There is dynamic [[color correction]] that accentuates details based on importance, [[Contrast (vision)|contrast]] and [[Unsharp masking|sharpening]] to focus attention on critical areas, [[film grain]] to expose details or imply details in dark areas and [[vignetting]] to evoke tension and a horror-film look.<ref name="making_of_e3_video" />
[[Image:L4d filmic.jpg|thumb|Before and after the application of cinematic effects]]
''Left 4 Dead'' underwent many phases of development; influenced by [[playtest]]ing, Valve removed many of the features that were originally in the game. In the initial phases, there was another special infected, called the "screamer", which had no attacks but upon spotting a survivor would run to a safe place and then emit a loud scream that attracted a horde of infected. This infected class was removed, but its ability to attract the horde was incorporated into the boomer's vomit.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |language=English |quote='''Jaime Sue''': The screamer was a boss zombie who didn't have any actual attacks; he was bound in a straitjacket. You knew when he was around because of his crazed, maniacal cackling. The trick to the Screamer was that if he saw you, you had a moment to kill him before he ran away, and once the screamer got away from the survivors to a hiding place, he would emit a loud, howling scream that would cause a huge mob of zombies to attack the survivors. While there were several exciting moments of knowing you had to chase him down to shoot him before he screamed, dodging zombies all the way, ultimately it proved too confusing for the survivors to discover how he worked or even to reliably notice him in the crowd. He was cut, and his horde-drawing attack eventually evolved into the boomer attack.}}</ref> A persistent merit/demerit system was envisioned to provide positive feedback for good behavior, such as aiding a fallen teammate; and negative feedback for poor behavior, such as shooting a teammate. This would provide a score to rank a player's effectiveness as a teammate,<ref name="left4dead411">{{cite web |title=Left 4 Dead Hands-on Preview |url=http://www.left4dead411.com/left-4-dead-preview-pg7 |accessdate=2008-11-19}}</ref> but this system was removed late in the development of the game in favor of immediate, non-persistent feedback displayed in-game. Another significant element removed was a long introduction between campaigns; because the game is designed for replayability, it was difficult to hold the player's attention for repeated viewings of cut scenes, so they were dropped in favor of a sparse narrative.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation]] |year=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |quote='''Doug Wood''': We experimented with a variety of different introductions for each campaign. For "No Mercy", we tried a 40-second fly-in of the helicopter to give the player a more movie-like introduction to the game. Ultimately, we found that such elaborate cut scenes are hard to watch over and over in a game that's built for replayability. Playtesters wanted to get into the game and start playing right away, so we ended up going with a much more streamlined game intro.}}</ref> Also, the game started out with one big city design with many routes for the survivors, but playtesters were confused when they began to play, and later they always chose the same route; ultimately Valve cut the city maps into the first "No Mercy" and "Dead Air" campaigns.<ref>{{cite web |url=http://www.1up.com/do/feature?pager.offset=1&cId=3172298 |title=Left 4 Dead Afterthoughts |publisher=1up.com |quote=''We actually started out with a single, huge city design with a great many routes for the survivors to take to reach the extraction point. As we began to playtest in this zombie city, we immediately discovered that having that much choice combined with the chaos of zombie hordes made for frustrated and paralyzed survivor teams'' |accessdate=2009-01-19}}</ref>
[[Certain Affinity]] assisted Valve with the Xbox 360 version of the game.<ref>{{cite web |title=Outta The Bag |url=http://www.certainaffinity.com/news.htm |publisher=[[Certain Affinity]] |date=2008-02-04 |accessdate=2008-10-25}}</ref> The Xbox 360 version of ''Left 4 Dead'' has the same game modes as the PC version but has additional features such as support for [[Split screen (computer graphics)|Split screen]], allowing for two players to play offline and online from the same console,<ref name="1up_20080828" /> and [[System Link]] play.<ref>{{cite web |title=Left 4 Dead |url=http://www.xbox.com/en-GB/games/l/left4dead/ |publisher=Xbox.com |publisher=[[Microsoft]] |accessdate=2008-07-08}}</ref> Split-screen mode can also be achieved on the PC version, but it requires console commands and may require the modification of controller configuration files; and it is not officially supported by Valve.<ref>{{cite web |title=Left 4 Dead: SplitScreen PC Guide |url=http://forums.steampowered.com/forums/showthread.php?t=745113 |title=SplitScreen PC Guide |date=2008-11-06 |accessdate=2009-02-20}}</ref> Both versions of the game have a new matchmaking system to simplify the process of finding other players.<ref name="making_of_e3_video">{{cite video |people=Gabe Newell |title=EA E3 Presentation Video |url=http://www.left4dead411.com/news/2008/07/ea-e3-presentation-video/ |medium=Video presentation |publisher=Left 4 Dead 411 |year2=2008}}</ref><ref>{{cite web |url=http://ve3d.ign.com/articles/news/42875/Valve-On-Left-4-Dead-Servers-Matchmaking |title=Valve On Left 4 Dead Servers & Matchmaking |date=2008-11-10 |publisher=Voodoo Extreme |accessdate=2008-12-10}}</ref> This new server management system was met with a negative reaction from PC server operators, who, with this system, had very little control over their servers. This led to Valve releasing a series of patches that allowed server operators to remove their server from the matchmaking "pool" of servers or make private servers.<ref>{{cite web |url=http://arstechnica.com/news.ars/post/20081107-server-socialism-valves-fumbles-mar-left-4-dead-demo.html |title=Server socialism: Valve's fumbles mar Left 4 Dead demo |date=2008-11-07 |publisher=[[Arstechnica]] |accessdate=2008-12-10}}</ref> Valve runs [[dedicated server]]s for both versions of the game.<ref name="1up_20080828">{{cite web |title=Left 4 Dead for Xbox 360 Using Dedicated Servers on Live which will be a great addition to this game. |url=http://www.1up.com/do/newsStory?cId=3169669 |publisher=[[1UP.com]] |date=2008-08-28 |accessdate=2008-08-28}}</ref><ref name="pc_dservers">{{cite web |url=http://list.valvesoftware.com/mailman/private/hlds/2008-December/054482.html |author=Erik Johnson |title=Re: <nowiki>[hlds]</nowiki> hlds Digest, Vol 10, Issue 13 |publisher=Valve Corporation |date=December 5 2008 |accessdate=December 9 2008 |quote=We're currently hosting about 5,000 game servers for Left 4 Dead on the PC.}} (archives are members only to view. Log in with wikipedia@tempinbox.com and password xetafoki)</ref>
===Promotion===
To promote the game and provide basic training to player before starting the game, Valve chose to develop a [[Cut-scene#Animated cut scenes|pre-rendered]] intro movie. This movie was released on Halloween<ref>{{cite web |url=http://store.steampowered.com/app/5141/ |title=Left 4 Dead Intro |publisher=[[Valve Corporation]] |date=2008-10-31 |accessdate=2008-11-08}}</ref> and shows events prior to the beginning of the "No Mercy" campaign.<ref name="intromovieblog">{{cite web
|title=The Moviemaking Process: Left 4 Dead's Intro Movie
|url=http://www.l4d.com/blog/post.php?id=2081
|publisher=[[Valve Corporation]]
|last=Mitchell |first=Jason
|date=2008-12-04
|accessdate=2008-12-06}}</ref> Valve chose an intro movie over in-game training mechanics because they wanted the players to be immediately dropped into a zombie apocalypse. Valve later detailed in their official ''Left 4 Dead'' blog how they designed the movie, from an intentionally very basic animation in the beginning of July 2008 to the final result for the launch of the game.<ref name="intromovieblog" />
Early access to the ''Left 4 Dead'' demo for people who pre-ordered the game began on November 6, 2008, for both Windows and Xbox 360. It gave users access to both online and single-player play in two "scenes" in one "movie" within the game. This promotion was being offered in addition to the ten percent savings for those who pre-order and applies to all Steam Windows pre-orders and all Windows and Xbox 360 pre-orders from GameStop and EB Games in North America.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55765 |title=Shack PSA: Left 4 Dead Demo Released |last=Faylor |first=Chris |date=2008-11-06 |publisher=[[Shacknews]] |accessdate=2008-02-21}}</ref> On November 11, the ''Left 4 Dead'' demo was made available to all Windows and Xbox 360 gamers worldwide.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55848 |title=Left 4 Dead Public Demo Arrives |last=Faylor |first=Chris |date=2008-11-11 |publisher=[[Shacknews]] |accessdate=2008-02-21}}</ref> The ''Left 4 Dead'' demo was removed for both the Xbox 360 and Windows after the game's release on November 18 2008.
The demo had many server problems when it launched, primarily Valve's strategy for server management which made it impossible to set up a dedicated private server with administrator controls.<ref name="ars_technica_demo_review">{{cite web |title=Server socialism: Valve's fumbles mar Left 4 Dead demo |url=http://arstechnica.com/news.ars/post/20081107-server-socialism-valves-fumbles-mar-left-4-dead-demo.html |date=2008-11-07}}</ref> However, a stream of patches led to the availability of a server browser and basic private server functionality as well as Valve's acknowledgment of player concerns.<ref name="ars_technica_demo_review" /> It appears that a patch released just before the game itself has resolved many of the connection issues that demo players were having.<ref name="Left 4 Dead server update">{{cite web |title=Left 4 Dead Demo Update Released |url=http://store.steampowered.com/news/2021/ |date=2008-11-21}}</ref>
On May 1, 2009, the game was released freely via Steam as a one-day trial called "Freaky Free Friday". The trial was then extended to end on Saturday.<ref>{{cite news |url=http://store.steampowered.com/news/2471/ |title=L4D Freaky Free Friday Held Over |date=2009-05-01 |work=Steam News |accessdate=2009-06-01}}</ref>
===Release===
''Left 4 Dead'' went [[Software release life cycle#RTM|gold]] on November 13, 2008, and was released on November 18, 2008, in [[North America]]; and on November 21, 2008, in [[Europe]] to coincide with the tenth anniversary of the release of ''[[Half-Life (video game)|Half-Life]]''.<ref name="steam">{{cite web |url=http://store.steampowered.com/app/500/ |title=Left 4 Dead |publisher=[[Valve Corporation]] |accessdate=2008-10-25}}</ref><ref>{{cite web |url=http://www.shacknews.com/onearticle.x/54372 |title=Left 4 Dead Delayed, Now Due November 18 |last=Faylor |first=Chris |date=2008-08-25 |publisher=[[Shacknews]] |accessdate=2008-10-25}}</ref>
Valve released a server patch in December 2008 to stop players on Xbox Live from using PC-style cheats.<ref>{{cite news |url=http://www.gamasutra.com/php-bin/news_index.php?story=21470 |title=Valve Patch Nixes Left 4 Dead Cheats |last=Caoili |first=Eric |date=2008-12-11 |publisher=Gamasutra |accessdate=2009-02-05}}</ref> A spokesperson from Valve said, "The fix is designed to halt the cheating behavior on the dedicated servers, which accounts for the majority of the co-op and versus modes of play."<ref>{{cite news |url=http://www.oxm.co.uk/article.php?id=7445 |title=Left 4 Dead attacked by hackers |last=King |first=Ryan |date=2008-12-11 |work=Official Xbox 360 Magazine |accessdate=2009-02-05}}</ref>
===After release===
Similar to ''[[Team Fortress 2]]'', Valve intends to support the PC and Xbox 360 version of the game through free content updates.<ref name="Left 4 Dead DLC">{{cite web |url=http://www.shacknews.com/onearticle.x/54485 |title=Left 4 Dead DLC Will Include More Levels, Enemies; Xbox 360 Version Uses Dedicated Servers |last=Ellison |first=Blake |date=2008-08-29 |work=[[Shacknews]] |accessdate=2008-11-25}}</ref> On a podcast by [[Kotaku]], writer Chet Faliszek divulged that an announcement regarding [[Downloadable content|DLC]] for the [[Personal computer|PC]] and [[Xbox 360]] would be released "very soon", and that the announcement was delayed by the holiday season. On February 5, 2009, Valve released details about the upcoming [[downloadable content]] pack. The two full campaigns of "Death Toll" and "Dead Air" for versus mode—which were previously unavailable—are included, as well as the survival game mode, where the survivors try to survive endless waves of the infected for as long as possible. On February 11, 2009, Valve announced that the downloadable content for the game would be free for both the Xbox 360 and PC;<ref>{{cite news |url=http://kotaku.com/5151646/left-4-dead-survival-pack-will-be-free |title=Left 4 Dead Survival Pack Will Be Free |last=Crecente |first=Brian |date=2009-02-11 |work=kotaku |accessdate=2009-02-11}}</ref> and on April 21, it was released.<ref>{{cite news |url=http://www.shacknews.com/onearticle.x/57518 |title=Left 4 Dead DLC Coming Before April 21 |last=Faylor |first=Chris |date=2009-03-05 |work=Shacknews |accessdate=2009-03-10}}</ref> Survival mode shipped with 16 maps, 15 of them being modified portions of existing maps and one being a new lighthouse-themed level titled "Last Stand".<ref name="IGN L4D DLC1">{{cite web |url=http://pc.ign.com/articles/959/959549p1.html |title=Valve Takes the Gloves Off: Left 4 Dead DLC Hands-on |last=Ocampo |first=Jason |date=2009-03-06 |work=[[IGN]] |accessdate=2009-03-07}}</ref> A ''Game Of the Year Edition'' of ''Left 4 Dead'' was released on the PC and Xbox 360 on May 12, 2009 with updates and new content included on the disc.<ref name="objects1"/>.
On May 15, 2009 an open beta test for the Source Development Kit updated to support ''Left 4 Dead'' was started under the name of the "Left 4 Dead Authoring tools". This included a new set of plugins that allowed for users to import data from [[SketchUp]], a free 3D modeling program, directly into the Hammer level editor for use in maps.<ref name="SDK Beta">{{cite web |url=http://www.l4d.com/blog/post.php?id=2510 |title=Personalize your apocalypse |date=2009-05-13 |work=[[Valve_Corporation]] |accessdate=2009-06-13}}</ref> The beta was concluded on June 25, 2009 with the full release of the Left 4 Dead authoring tools and corresponding server and matchmaking update to support custom maps. The update included a command line tool for packaging custom ''Left 4 Dead'' campaigns to ease distribution.<ref>{{cite web |url=http://store.steampowered.com/news/2620/ |title=Left 4 Dead Update Released |date=2009-06-25 |work=[[Valve_Corporation]] |accessdate=2009-06-25}}</ref> A further matchmaking update to allow for matchmaking between teams of four players in versus mode is planned.<ref>{{cite web |url=http://www.l4d.com/blog/post.php?id=2390 |title=A Match Made In Zombie Heaven |last=Zoid |date=2009-04-01 |work=[[Valve_Corporation]] |accessdate=2009-06-13}}</ref><ref name="SDK Beta"></ref>
A sequel, ''[[Left 4 Dead 2]]'', was announced at the 2009 [[E3]] conference and is due November 17, 2009.<ref>{{cite news |url=http://e3.gamespot.com/story/6210612/left-4-dead-2-due-november-17 |title=Left 4 Dead 2 due November 17 |last=Magrino |first=Tom |date=2009-06-01 |work=[[GameSpot]] |accessdate=2009-06-01}}</ref> Addressing concerns voiced by fans, Gabe Newell responded to an email from Kotaku explaining that despite the upcoming sequel, ''Left 4 Dead'' would continue to be supported and more content is planned in the coming months.<ref>{{cite web |url=http://kotaku.com/5286185/valve-responds-to-left-4-dead-2-boycott-vows-support-for-original |title=Valve Responds To Left 4 Dead 2 Boycott, Vows Support For Original |last=McWhertor |first=Michael |date=2009-06-10 |work=[[Kotaku]] |accessdate=2009-03-07}}</ref>.
On August 4, 2009, Valve announced the second [[Downloadable content|DLC]] pack that will be released in September. It will contain a new campaign called ''Crash Course'', set shortly after the events of the ''No Mercy'' campaign, available for co-op, versus and survival modes, with various tweaks to game mechanics, and containing new locations and character dialog.<ref>{{cite web |url=http://store.steampowered.com/news/2708/ |title=More Left 4 Dead DLC Announced |date=2009-08-04 |work=[[Valve_Corporation]] |accessdate=2009-08-04}}</ref><ref>{{cite web |url=http://www.destructoid.com/left-4-dead-crash-course-announced-as-new-campaign-142454.phtml |title=Left 4 Dead 'Crash Course' announced as new campaign |author=[[Jim Sterling (journalist)|Jim Sterling]] |date=2009-07_04 |work=destructoid.com |accessdate=2009-03-07}}</ref><ref>{{cite web |url=http://www.destructoid.com/exclusive-preview-left-4-dead-crash-course-campaign-142570.phtml |title=Exclusive preview: Left 4 Dead 'Crash Course' campaign |author=[[Jim Sterling (journalist)|Jim Sterling]] |date=2009-07_04 |work=destructoid.com |accessdate=2009-03-07}}</ref>
==Reception==
{{VG Reviews
|Edge = 9/10
|EGM = A- A A+ <ref>"Electronic Gaming Monthly, January 2009, Issue 236, pp. 84-85." </ref>
|EuroG = 9/10<ref name="L4Dreview-Eurogamer" />
|IGN = 9.0/10<ref name="L4Dreview-IGN" />
|GI =9.25/10
|GSpot = 8.5/10<ref name="L4Dreview-Gamespot" />
|GSpy = 4.5/5<ref name="L4Dreview360-Gamespy" />
||rev1 = [[Giant Bomb]]
|rev1Score = 4/5<ref name="L4Dreview-Giant Bomb" />
|TX = 9.1/10<ref name="L4Dreview360-Teamxbox" />
|OXM = 9.5/10
|PCGUK = 93%<ref name="Left4Deadpc-pcguk">{{Citation| last = Pearson| first = Craig| title = Left 4 Dead| newspaper = [[PC Gamer UK]]|date=Christmas 2008}}</ref>
|rev1 = [[Giant Bomb]]
|rev1Score = 4/5<ref name="L4Dreview-Giant Bomb"/>
|XPlay = 5/5<ref>{{cite web|url=http://g4tv.com/xplay/reviews/1871/Left_4_Dead.html|title=Left 4 Dead Review Videos|publisher=[[X-play]]|accessdate=2009-04-19}}</ref>
| MC = 89 (PC and Xbox 360)<ref>{{cite web |url=http://www.metacritic.com/games/platforms/xbox360/left4dead |title=Left 4 Dead (xbox360: 2008): Reviews |publisher=[[Metacritic]] |accessdate=2008-11-18}}</ref><br /><ref>{{cite web |url=http://www.metacritic.com/games/platforms/pc/left4dead |title=Left 4 Dead (PC: 2008): Reviews |publisher=[[Metacritic]] |accessdate=2008-11-21}}</ref>
|GR = 89 (Xbox 360 and PC)<ref>{{cite web |url=http://www.gamerankings.com/xbox360/937407-left-4-dead/index.html |title=Left 4 Dead for Xbox 360 |publisher=[[Game Rankings]] |accessdate=2009-05-01}}</ref><ref>{{cite web |url=http://www.gamerankings.com/htmlpages2/937406.asp |title=Left 4 Dead for PC |publisher=[[Game Rankings]] |accessdate=2008-05-01}}</ref>
|Res = 92 <ref name="L4Dreview-Resolution">{{cite web |url=http://www.resolution-magazine.co.uk/issue1/review_left4dead.htm |title=Left 4 Dead Review |last=Denby |first=Lewis |publisher=[[Resolution]] |accessdate=2008-12-09}}</ref>
|Fam = 35/40<ref>[http://fs.finalfantasytr.com/search.asp?query=Left+4+dead ]{{dead link|date=June 2009}}</ref>
}}
''Left 4 Dead'' received mostly positive praise from critics and universal praise from public community mostly from [[Metacritic]],<ref>{{cite web|url=http://www.metacritic.com/games/platforms/pc/left4dead?q=left%204%20dead |title=Left 4 Dead (pc: 2008): Reviews |publisher=Metacritic.com |date=2008-11-17 |accessdate=2009-06-27}}</ref> with an aggregated score of 88 percent on [[Game Rankings]] and 89 percent on [[Metacritic]]. [[IGN]] stated, "It's almost pitch perfect in how it captures the tension and the action of a Hollywood zombie movie", and went on to describe it as, "quite possibly the perfect co-op shooter."<ref name="L4Dreview-IGN">{{cite web |url=http://pc.ign.com/articles/930/930763p1.html |title=Left 4 Dead Review |last=Ocampo |first=Jason |publisher=IGN |accessdate=2008-11-18}}</ref> [[Giant Bomb]] commented that the Source engine was beginning to show its age, but praised the game's use of lighting and filmic effects that gives the game world, "a desolate, washed-out feeling", as well as the realistic and emotive faces and the engrossing art direction.<ref name="L4Dreview-Giant Bomb">{{cite web |url=http://www.giantbomb.com/left-4-dead/61-20690/reviews/ |title=Left 4 Dead Review last=Davis |first=Ryan |date=2008-11-18 |publisher=[[Giant Bomb]] |accessdate=2008-12-19}}</ref> [[Eurogamer]] concluded that ''Left 4 Dead'' "is another deeply professional, personality-filled and progressive take on the shooter from Valve."<ref name="L4Dreview-Eurogamer">{{cite web |url=http://www.eurogamer.net/articles/left-4-dead-review |title=Left 4 Dead Review |last=Gillen |first=Kieron |publisher=[[Eurogamer]] |accessdate=2008-12-02}}</ref> Both IGN and [[Gamespot]] praised the game's replayability, but Gamespot criticized the "limited map selection" that could "sometimes feel a bit repetitious".<ref name="L4Dreview-Gamespot">{{cite web |url=http://www.gamespot.com/pc/action/left4dead/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review |title=Left 4 Dead for PC Review |last=Watters |first=Chris |date=2008-11-20 |publisher=[[GameSpot]] |accessdate=2008-12-08}}</ref><ref name="L4Dreview-IGN" /> [[Gamespy]] noted the lack of an overall narrative between the campaigns was disappointing,<ref name="L4Dreview360-Gamespy">{{cite web |url=http://xbox360.gamespy.com/xbox-360/left-4-dead/930843p1.html |title=Left 4 Dead Review |last=Tuttle |first=Will |date=2008-11-17 |publisher=[[GameSpy]] |accessdate=2008-11-18}}</ref> however some reviewers praised its faithfulness to the [[Zombies in popular culture|zombie film genre]],<ref>{{cite web |title=Left 4 Dead Review |publisher=Examiner.com |url=http://theexplodingbarrel.com/?p=2094 |date=2008-11-17 |quote=''First and foremost, it's probably the most faithful video incarnation of the zombie genre that fans have ever been treated to. Yes, even better than Resident Evil 4'' |accessdate=2008-11-23}}</ref><ref>{{cite web |title=Left 4 Dead Review |publisher=[[Game Informer]] |url=http://www.gameinformer.com/Games/Review/200901/R08.1118.1603.13328.htm |date=2008-11-17 |quote=''The amazing level designs will remind you of every zombie movie ever made'' |accessdate=2008-11-23}}</ref><ref>{{cite web |title=Eight Hands-on: Left 4 Dead Impressions |publisher=Rock, Paper, Shotgun |url=http://www.rockpapershotgun.com/2008/11/04/eight-hands-on-left-4-dead-impressions/ |date=2008-11-04 |quote=''Over breakfast yesterday – before playing – we were talking about different takes on the zombie game that we'd like to see. One which didn't come up is one which Left 4 Dead grasps completely – its inherent perverseness. Now, it's a constant internet thing to discuss what you'd do in a Zombie Invasion, the implication being that you're smarter than anyone else. Which is fine... but that's not how the genre works'' |accessdate=2008-11-23}}</ref> including the "deliberately ambiguous" back-story,<ref>{{cite web |title=Left 4 Dead Preview |publisher=Game.co.uk |url=http://www.game.co.uk/lowdown.aspx?lid=10067 |date=2008-10-15 |quote=''As with the best horror flicks, the back-story is left deliberately ambiguous'' |accessdate=2008-11-26}}</ref> and the amount of characterization and emotion brought by each of the four survivors.<ref>{{cite web |title=Left 4 Dead, Team Fortress 2, and Valve |publisher=ign.com |url=http://uk.pc.ign.com/articles/936/936221p1.html |date=2008-12-05 |quote=''Yet it also features four distinct survivors who convey an incredible amount of emotion through their facial animations and the rich amount of voice acting. There's Bill, the grizzled old veteran; Francis, the tough biker; Louis, the everyday dude; and Zoey, the college girl. They're so memorable that you can hear their voices in your mind as clear as day'' |accessdate=2008-11-26}}</ref> [[TeamXbox]] commented that [[Clipping (computer graphics)|clipping]] issues hurt the otherwise "incredibly good" visual experience.<ref name="L4Dreview360-Teamxbox">{{cite web |url=http://reviews.teamxbox.com/xbox-360/1622/Left-4-Dead/p1/ |title=Left 4 Dead Review (Xbox 360) |last=Eddy |first=Andy |date=2008-11-17 |quote=''The motion-capture animation that makes up the varied zombie behavior is incredibly good, with the visuals peaking when a rushing gray-black mass of zombies are climbing up, over and through the terrain to get at you(...) On the other hand, it's irritating when you come into a room and see an enraged zombie clipping through from the other side of a wall or door'' |publisher=[[TeamXbox]] |accessdate=2008-11-18}}</ref> [[Hideo Kojima]], creator of the [[Metal Gear (series)|Metal Gear series]] declared in an interview to [[1UP.com]] that he was "addicted to the game", which was, in his view, one of the "core titles made with movie-industry people that explore the depths of hi-def".<ref>{{cite web |url=http://www.1up.com/do/newsStory?cId=3172266 |title=Kojima: "Maybe I Should Quit Being Japanese" |last=Kojima |first=Hideo |quote=''There are games everyone can play -- maybe calling them 'kids' games' would be inappropriate -- but there's also a deep base of core titles made with movie-industry people that explore the depths of hi-def. I'm addicted to Left 4 Dead right now, but people say to me that that game would never work in Japan.'' |date=2009-01-14 |publisher=[[1UP.com]] |accessdate=2009-01-19}}</ref>
On October 28, 2008, Valve reported that preorders for ''Left 4 Dead'' had beaten those of ''[[The Orange Box]]'' by 95 percent after the Steam pre-order was launched.<ref>{{cite web |url=http://www.shacknews.com/onearticle.x/55618 |title=Left 4 Dead Midnight Launch Chatty Left 4 Dead Tops Orange Box Pre-orders by 95%, Valve Launches New Contest |last=Breckon |first=Nick |date=2008-10-28 |publisher=[[Shacknews]] |accessdate=2008-11-18}}</ref> On November 21, 2008, the day of the game's release in Europe, Valve issued a press release stating that ''Left 4 Dead'' had exceeded the pre-order numbers of ''[[The Orange Box]]'' by over 160 percent.<ref>{{cite web |url=http://store.steampowered.com/news/2052/ |title=Left 4 Dead Available at Retail Worldwide |date=2008-10-28 |publisher=[[Valve Corporation]] |accessdate=2008-12-14}}</ref> The Xbox 360 version of ''Left 4 Dead'' was the seventh best-selling game of December 2008 in the United States, selling in excess of 629,000 copies.<ref name="gamedaily">{{cite web |title=NPD: Nintendo Drives '08 Industry Sales Past $21 Billion |url=http://www.gamedaily.com/articles/news/npd-nintendo-drives-08-industry-sales-past-21-billion-/?biz=1 |publisher=[[Game Daily]] |accessdate=2009-01-15 |date=2009-01-15}}</ref> On February 3, Electronic Arts revealed that ''Left 4 Dead'' had sold 1.8 million copies, excluding Steam and worldwide sales figures.<ref>{{cite web |title=Left 4 Dead Sells 1.8 Million at Retail |url=http://www.shacknews.com/onearticle.x/57074 |publisher=[[Shacknews]] |accessdate=2009-02-07 |date=2009-02-03 |accessdate=2009-02-08}}</ref> On March 26, Mike Booth revealed that the game had exceeded 2.5 million sales at retail during a presentation at the Game Developers Conference 2009.<ref>{{cite web |title=Left 4 Dead Hits 2.5 Million Sold at Retail |url=http://www.shacknews.com/onearticle.x/57883 |last=Faylor |first=Chris |publisher=[[Shacknews]] |accessdate=2009-03-26 |date=2009-03-26 |accessdate=2009-02-08}}</ref>
===Awards===
''Left 4 Dead'' received recognition as one of the best multiplayer and PC games of 2008 from various organizations and gaming publications. The game was named the Best Multiplayer Game of 2008 by [[IGN]],<ref>{{cite web |url=http://bestof.ign.com/2008/pc/18.html |title=IGN PC: Best Multiplayer Game 2008 |publisher=IGN |accessdate=2008-12-20}}</ref><ref>{{cite web |url=http://bestof.ign.com/2008/xbox360/18.html |title=IGN 360: Best Online Multiplayer Game 2008 |publisher=IGN |accessdate=2008-12-20}}</ref> [[GameSpy]],<ref>{{cite web |url=http://goty.gamespy.com/2008/multiplayer/10.html |title=Gamespy — Multiplayer Top 10 |publisher=[[Gamespy]] |accessdate=2008-12-20}}</ref> [[Spike TV]],<ref>{{cite web |url=http://news.bigdownload.com/2008/12/15/left-4-dead-wins-best-pc-game-at-spikes-video-game-awards/ |title=Left 4 Dead wins Best PC Game at Spike's Video Game Awards |last=Callaham |first=John |date=2008-12-15 |publisher=[[Game Daily]] |accessdate=2008-12-16}}</ref> [[NoFrag]]<ref>{{cite web |url=http://www.nofrag.com/2008/dec/28/ |title=NoFrag : Left 4 Dead élu FPSOTY 2008 |date=2008-12-28 |publisher=[[NoFrag]] |accessdate=2009-01-05}}</ref> and [[BAFTA]];<ref>{{cite web |url=http://www.bafta.org/awards/video-games/nominations,664,BA.html |title=BAFTA Video Game Awards List of Nominations and Winners |date=2009-03-10 |publisher=[[British Academy of Film and Television Arts]] |accessdate=2009-03-10}}</ref> and as the Computer Game of the Year by the [[Academy of Interactive Arts & Sciences|Academy of Interactive Arts & Sciences (AIAS)]],<ref>{{cite web |url=http://www.interactive.org/awards/annual_awards.asp?idAward=2009 |title=AIAS ANNUAL AWARDS > 12TH ANNUAL AWARDS |date=2009-02-19 |publisher=[[Academy of Interactive Arts & Sciences]] |accessdate=2009-02-21}}</ref> Spike TV, and [[Bit-tech]].<ref>{{cite web |url=http://www.bit-tech.net/gaming/2008/12/29/top-10-pc-games-of-the-year-2008/7 |title=Game of the Year – Left 4 Dead |publisher=[[Bit-tech]] |accessdate=2009-01-10}}</ref> Other awards include Outstanding Achievement in Online Gameplay from the AIAS, Best Use of Sound for the PC<ref>{{cite web |url=http://bestof.ign.com/2008/pc/14.html |title=IGN PC: Best Use of Sound 2008 |publisher=IGN |accessdate=2008-12-20}}</ref> and Best Shooting<ref>{{cite web |url=http://bestof.ign.com/2008/overall/8.html |title=IGN Overall: Best Shooter 2008 |publisher=IGN |accessdate=2009-02-12}}</ref> game overall from IGN, Father of All FPS from Nofrag, and the best Cooperative Multiplayer<ref>{{cite web |url=http://www.gamespot.com/best-of/special-achievement/index.html?page=19 |title=Gamespot's Best Games of 2008: Best Cooperative Multiplayer |publisher=Gamespot |accessdate=2009-02-12}}</ref> and Shooter<ref>{{cite web |url=http://www.gamespot.com/best-of/genre-awards/index.html?page=9 |title=Gamespot's Best Games of 2008: Best Shooting Games |publisher=Gamespot |accessdate=2009-02-12}}</ref> of 2008 from [[GameSpot]] who also nominated it for game of the year.
==See also==
* [[List of undead-themed video games]]
{{-}}
==References==
{{reflist|2}}
==External links==
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* [http://www.l4d.com/ ''Left 4 Dead'' official website]
* [http://store.steampowered.com/app/500/ ''Left 4 Dead''] on [[Steam (content delivery)|Steam]]
{{Valve games}}
{{Source engine games}}
[[Category:2008 video games]]
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