Like the helicopter before it, this plane also crashes, and the survivors find themselves at the outskirts of the Allegheny National Forest. Following a series of train tracks, the group finally reaches a functioning but abandoned military evacuation point. After answering a radio transmission (soldier voiced by David Scully), they make their final stand against hordes of infected before a military APC arrives to supposedly transport them to Northeast Safe Zone Echo, one of the few remaining safe areas. Instead, they are detained in a military installation,[4] where they learn that they are not immune and are actually asymptomatic carriers who have infected most of their rescuers. Meanwhile, the base is overthrown by a mutiny, attracting hordes of infected. The survivors escape via train and travel south at the insistence of Bill, who believes they can find long-term safety on the islands of the Florida Keys.

All original campaigns are divided into five levels, connected by safehouses; checkpoints where players can heal, re-arm and revive characters who were killed.[11] Some levels are broken up with "crescendo events", which introduce a new obstacle before the survivors can continue moving. In the final chapter of each campaign, the players must defend a position from an onslaught of infected until rescue arrives.[7] The four campaigns are: "No Mercy", a city culminating in a hospital skyscraper; "Death Toll", a small town and countryside; "Dead Air", a bombed city and an airport; and "Blood Harvest", a woodland and farm setting.


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The infected (voiced by experimental musician Mike Patton [commons, Smoker, and Hunter] and voice actor Fred Tatasciore [Boomer and Tank])[15] are the enemies of Left 4 Dead, and comparisons have been made with 'zombies' from certain modern films, such as Dawn of the Dead, 28 Days Later, and Quarantine.[16][17] An important distinction from the former is that the infected are, as cited in the game's manual, living humans infected with a rabies-like pathogen; more similar to the latter two films, rather than undead zombies. While they are never seen eating humans, bite wounds and mutilation are often mentioned. In an interview with 1Up.com, designer Mike Booth commented on the concept of using a pathogen as an inspiration for the setting:.mw-parser-output .templatequote{overflow:hidden;margin:1em 0;padding:0 32px}.mw-parser-output .templatequote .templatequotecite{line-height:1.5em;text-align:left;padding-left:1.6em;margin-top:0}

Valve has termed this dynamic set-up "procedural narrative".[19] In addition to the AI Director, there is a second Director that controls music. It was created as a way to keep the soundtrack 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; dead spectators will hear their teammates' mix.[20]

Survival mode consists of a timed challenge where players try to survive as long as possible against a never-ending flood of the infected, added in April 2009 in the Survival Pack DLC.[25] Single-player mode is similar to campaign mode, but played offline with three AI-controlled bots as the other survivors. On Xbox 360, other players can join the same console to turn single player into an offline co-op game. Left 4 Dead can also be played through a system link, or local area network. Players have also discovered a way to do splitscreen co-op with the PC version.[26]

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.[30]

On August 4, 2009, Valve announced the second DLC pack. It contains a new campaign called Crash Course, set shortly after the events of the No Mercy campaign, where the Survivors try to get to a Truck Depot after the helicopter they were in crashed. It is available for co-op, versus and survival modes, with various tweaks to game mechanics, and containing new locations and character dialog.[71][72][73] The DLC was announced to be released on September 29, 2009,[74] on which date it was released for free for PC, but was accidentally released on Xbox Live at a higher price. The price was amended soon after, and all players who bought the DLC at the higher price were refunded.[75]

They don't make zombies like they used to. Pepper their paper skin with a shotgun blast or two and - boom - undead confetti. But not in Australia! Good ol' Oz builds its zombies strong to last long. Limbs stay on and blood stays in, even when caught in the thickest of crossfires.

It took two tours in Vietnam, a handful of medals, a knee full of shrapnel, and an honourable discharge to get William "Bill" Overbeck to stop fighting and try to live a peaceful life. He hated it. After decades spent drifting aimlessly through dead end jobs, Bill went in for a routine surgery and woke up to find the world he knew was gone. A plague was turning normal people into mindless killing machines. Naturally, the first thing he did was fight his way home and put on his uniform. Making his way through rural ghost towns and pitch-black forests, he found other Survivors, and together they fled from the infected hordes. In the end, Bill sacrificed himself to ensure their safety. His body was never found. Bill was left for dead. No one knows that he still has the only thing he ever wanted: an enemy to fight.

The Browning M2 heavy machine gun appears as the standard mounted machine gun of Left 4 Dead 2, replacing the M134 Minigun's role in the sequel campaigns. While it fires slower, the M2 Browning deals high damage per-shot, being able to dismember regular zombie enemies with one round. Another M2, albeit unusable by the player (without cheats) appears in the DLC campaign "The Passing", where it is manned by an AI-controlled Louis.

The M79 grenade launcher acts appears as a special primary weapon with an uncommon spawn rate. It deals high explosive damage but is single shot, requiring a reload after every shot, and its explosions can easily damage other survivors. The M79 comes with 30 grenades plus one already in the weapon, and cannot be resupplied; once all the ammo is used up, the M79 is dropped and the survivor is left with just their secondary weapon.

Because of the strict censorship in Germany (and also in Australia and elsewhere in the world), Valve decided to add 4 Counter-Strike: Source weapons (excluding the combat knife) to those versions of the game as compensation. Players were able to use them in non-censored versions of the game if they play with someone with the German version or in custom campaigns set to spawn them, before they were officially added to all versions of the game with the Last Stand update in 2020.

The Steyr Scout with a left-handed bolt and an extended magazine adapter is one of the four international firearms in L4D2. It has a lower rate of fire than other sniper rifles in game, but good accuracy. It also erroneously holds 15 rounds instead of 10.

The Accuracy International AWM is one of the four international firearms in L4D2. It appears with a left-handed bolt and has the slowest rate of fire (excluding the Grenade Launcher) in the game but inflicts a high amount of damage per shot. In-game it holds an impossible 20 rounds instead of the real AWM's 5.

***Shadow Company'***splot concerns a group of mercenaries who have been abandoned after an unspecified balls-up by their superiors, Granite Corporation. Left for dead, they fight their way through increasingly challenging missions, gaining experience and new weapons along the way, and ending up by getting themselves involved in a global conspiracy involving shady corporations and some very strange chemicals.

Your mercs are selected by clicking on their figures or on the photos at the bottom of the screen. From there it is simple to order them about, and the interface, once learnt, is sufficiently good as to be mostly unobtrusive. The soldiers have a restricted amount of intelligence and will only perform the most basic tasks themselves - returning fire when shot at is about their limit. So you will need to keep a close eye on your team - weapons fire is realistically deadly at close range, and if a bad guy manages to sneak up on one of your team they won't last long on their own.

So it's a shame this diverse gameplay is marred by a few all too familiar AI difficulties. The enemy troops are, to be blunt, not exactly on Mensa's most wanted list. The root of the problem seems to be they are too reluctant to move from their ordinary patrol routes and start thinking for themselves. Such give-aways as coming across a big pile of corpses, or having your mate sniped just three feet away from you ought to cause them a little more consternation. Too often it is possible to find a tree to hide behind, wait for the next guard to come along, and stab him in the back as he passes your position. This can be repeated on the next guard, and the next, and so on. It is possible to move the corpses to somewhere out of sight, but there is really no point - the guards do not seem to notice the bodies. They also seem a little deaf, making the silenced weapons a touch less useful than they ought to be. Higher difficulty levels improve matters a little by making it harder to sneak around unnoticed, but the fundamental problem remains.

Apart from these niggles, Shadow Companymanages to be a very engrossing game. Unusually for RTS games, it is very slow-moving and ponderous - time spent laying low and planning your next move is time well spent, and it is always worth observing guard routes to determine the best moment to attack. Shadow Company rewards the patient player (except when playing with thosetanks), and*** Quake*** thrill-seekers should look elsewhere for their adrenaline kicks. But those of you who enjoy a more relaxed approach to creating havoc and explosions - rest assured, Shadow Company has many explosions - will get a lot out of this one. Once completed on the easier levels, it's still worth going back to the game for more, as turning up the difficulty results in a very satisfying experience for the expert. Only the AI weaknesses keep this one from the coveted GD Silver Award. 0852c4b9a8

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