Left 4 Dead 2 (2009)

***Left 4 Dead 2*** is a 2009 first-person shooter game developed and published by Valve. The sequel to Turtle Rock Studios's *Left 4 Dead* (2008) and the second game in the *Left 4 Dead* series, it was released for Microsoft Windows and Xbox 360 in November 2009, Mac OS X in October 2010, and Linux in July 2013.

*Left 4 Dead 2* builds upon cooperatively focused gameplay and Valve's proprietary Source engine, the same game engine used in the original *Left 4 Dead*. Set during the aftermath of an apocalyptic pandemic, the game focuses on four new Survivors, fighting against hordes of zombies known as the Infected, who develop severe psychosis and act extremely aggressive. The Survivors must fight their way through five campaigns, interspersed with safe houses that act as checkpoints, with the goal of escape at each campaign's finale. The gameplay is procedurally altered by the "AI Director 2.0", which monitors the players' performance and adjusts the scenario to provide a dynamic challenge. Other new features include new types of Special Infected and an arsenal of melee weapons.

The game made its world premiere at E3 2009 with a trailer during the Microsoft press event. Prior to release, it received mixed critical and community reactions, and attracted an unusually high volume of controversy about its graphic content. In response, alterations were made to the cover art, but both Australia and Germany refused to rate the unmodified edition at the time of release. Despite this, the game was met with positive critical reviews, and is considered to be one of the greatest video games ever made.

## Gameplay

Like its predecessor, *Left 4 Dead 2* is a first-person shooter with a heavy emphasis on cooperative gameplay. The game presents five new campaigns, each composed of three to five smaller levels. As in the first game, each campaign is presented in menus and loading screens as a film starring the four Survivors; and features, upon completing a campaign, a faux credits screen which acts as the final scoreboard for the players and recaps certain performance statistics for the group. In every campaign, most levels involve the Survivors attempting to reach a safe zone and close the door once they are all safely inside. However, the final level in each campaign requires the Survivors to call for rescue and either survive a prolonged onslaught until rescue arrives, pass through an especially challenging gauntlet of Infected to reach an escape vehicle, or (in *Dead Center* and *The Passing*) collect and utilize fuel cans to enable their escape.

Each Survivor can carry one each of five categories of equipment: primary weapons, secondary weapons, throwable weapons, major medical supplies (which also includes ammunition upgrades) and minor medical supplies. Primary weapons are broken down into four tiers based on their availability and attributes. Tier one weapons (such as the *SMG* and *Chrome Shotgun*) deal damage relatively slowly and serve as basic offensive weapons. Tier two weapons (such as the *Assault Rifle* and *Combat Shotgun*) deal damage faster and often appear in later maps of each chapter. The two tier three weapons (*Grenade Launcher* and *M60*) differ from tier one and two weapons both because of their rarity and because players cannot refill their ammunition from ammunition dumps. They deal damage quickly at the cost of limited ammo. Tier four weapons are all mounted weapon systems and carry unlimited ammunition. The mounted weapons deal damage the fastest, but at the cost of overheating after a period of non-stop use, being stuck in place, and not being able to defend from behind. The mounted weapons are in set positions in maps and have a fixed arc of fire. They cannot be given ammunition upgrades like other weapons and players cannot utilize the laser sights attachment with them. There are three types of secondary weapons available: melee weapons, small caliber pistols (that can be dual wielded) and large caliber pistols. Although melee weapons cause extra damage to Infected when struck, the Survivors can use any other weapon or item for weaker melee attacks that can push the Infected back. Players also carry a flashlight with infinite battery life, the use of which enables players to see in the dark (with the downside of the player gaining the attention of the Infected much faster). They may also carry a single first aid kit, special ammo pack, or a defibrillator in their major medical supply slot; in addition to either pain pills or an adrenaline shot in their minor medical supply slot. They may also carry a single throwable weapon—Molotov cocktails to set an area on fire; pipe bombs to attract any nearby Infected to the flashing light and sound it makes until it explodes; and jars of Boomer bile, which attracts Common Infected to whatever it hits (e.g. fires, Special Infected, each other).

To enable situational awareness of other Survivors, players are shown the health and status of their fellow survivors. If a player does not have direct sight of another Survivor (e.g. a wall is blocking their view of the others), they will be shown the Survivor's highlighted silhouette. The Survivors are also susceptible to friendly fire, forcing players to exercise caution when shooting or swinging their weapons. As Survivors take damage, they move more slowly; if a Survivor's health drops to zero, they are incapacitated and left to fight off the Infected using a handgun until rescued by another Survivor. If a Survivor dies, they remain dead until the next level, unless revived by a defibrillator, or, in Campaign or Singleplayer mode, reappear in a "Rescue Closet" to be freed by other Survivors. Should all Survivors die or be incapacitated, the game will end, at which point the players may restart that chapter or quit the game.

### Game modes

*Left 4 Dead 2* includes 5 regular game modes:

* **Campaign**: up to four human players fight against the Infected to make their way through Campaign stages; any Survivor not controlled by a human player is controlled by the computer.
* **Singleplayer** mode allows players to play without intrusion from human players, working through the Campaign stages with three computer-controlled Survivor allies.
* **Versus**: up to four other human players take control of various Special Infected to try and prevent the Survivors from completing a stage. Special Infected are randomly assigned to Infected players; they cannot control the Witch or any Common Infected. Occasionally, as determined by the AI Director, certain players will become the Tank. The two teams swap sides once per stage, and are scored based on their stage progress as Survivors. If both teams make it to the saferoom with all four Survivors, a 25-point tiebreaker is awarded to the team that dealt the most combined damage as Special Infected.
* **Survival**: a timed challenge where the Survivors are trapped in a section of the campaign maps, and try to survive as long as possible against an unending onslaught of Infected.
* **Scavenge**: a new 4-on-4 mode that requires the Survivor players to collect and use as many fuel cans scattered about a level to fill up a power generator, while the Infected players attempt to stop them.

*Left 4 Dead 2* also features a **Realism** mode, which can be enabled at any difficulty for either Campaign or Versus. This mode removes some of the video-game aspects from the gameplay: Survivors cannot see each other's silhouettes, and dead teammates can only be revived with defibrillators and will not respawn later in the level. Weapons and other items will only glow when the player is within a few feet, forcing the players to search the levels more thoroughly. Headshots to enemies deal more damage, whereas limb or body shots require more shots. In addition, the Witch enemy can kill any Survivor she would have normally incapacitated (on difficulties other than Easy). Designed to force players to work closely together and rely on voice communication, Valve created Realism mode to give players a way "to be challenged as a team" without having to increase the difficulty level of the game.

Finally, in later versions of the game, there is a Mutation option, in which players can select from a menu of 30 variations, some singleplayer, some multiplayer (and some of the latter cooperative, some versus, or both). Each variation changes one or more major game dynamics, such as: constantly draining health, solo mode with no Survivor allies, death upon incapacitation, only one kind of weapon available, coop that later switches to versus, shooting or targeting constraints, an enemy type with increased power, increased numbers of Special Infected, etc. One of these modes, named GunBrain, is a weapons stats analyzer.

### The Infected

While also referred to as zombies, the Infected are humans who have contracted a mutated strain of an infection, though neither the source nor nature of this "Green Flu" are made clear in the games. The most numerous Infected encountered by the survivors are the common Infected. Though individually weak, they can swarm and overwhelm the Survivors, especially when separated from their teammates. Damage to the infected in *Left 4 Dead 2* is portrayed more realistically, with bullets and melee weapons ripping off bits of flesh and, in some cases, limbs. A new addition to *Left 4 Dead 2* is the Uncommon Infected unique to each campaign. By virtue of location and equipment worn pre-infection, they possess abilities that separate them from the Common Infected. For example, the *Dead Center* campaign introduces infected CEDA agents in hazmat suits, making them fireproof; *Dark Carnival* includes clowns, whose squeaking shoes attract small hordes of Common Infected; and *The Parish* includes infected private security contractors in riot gear, making them bulletproof from the front.

As in the first game, there are special Infected whose mutations grant them special abilities that make them highly dangerous, which act as bosses. The presence of such Infected nearby is hinted at by sound effects or musical cues unique to each type. The five Special Infected from the first game return in *Left 4 Dead 2*, some with modified behavior and skin models:

* The **Boomer**: an extremely bloated Infected who vomits bile. The bile attracts a horde of Common Infected on contact with Survivors and also momentarily blinds them. Upon death, they explode and can also spray bile onto nearby Survivors.
* The **Hunter**: an agile male Infected that can pounce on and incapacitate Survivors from great distances, tearing at them until the Survivor dies or another Survivor shoves him off/kills him.
* The **Smoker**: a male Infected with a long tongue that it uses to ensnare Survivors from a distance, continually choking them. Upon death, he releases a cloud of smoke that can obscure the Survivors' vision and cause them to cough, should they come in direct contact with the smoke.
* The **Tank**: a gigantic, extremely muscular Infected male with the strength to punch Survivors off their feet some distance, as well as toss cars and concrete slabs. Unless the Survivors work as a team, they will be quickly incapacitated or even killed by the Tank's inhuman strength.
* The **Witch**: a crying Infected woman who, when provoked by either damage, loud sounds, light, or proximity of survivors, will attack the provoker and any other Survivors after her provoker is dead. She can incapacitate or even kill a Survivor in one hit. *Left 4 Dead 2* introduces a variant of the Witch that wanders aimlessly in the open.

*Left 4 Dead 2* also introduces three new Special Infected, voiced by Dee Bradley Baker:

* The **Charger**: a male Infected with an enormous right arm, and can charge into the Survivors, capturing and carrying one Survivor away from the others, sending any others in his path flying to the side after a capture and stunning survivors upon hitting an obstacle in a charge. He may then pummel his captured Survivor into the ground, rendering that Survivor helpless until one of their teammates helps them by killing the charger or stunning it with frag rounds.
* The **Spitter**: a female Infected that spits out balls of stomach acid that splatter across an area, quickly eroding the Survivors' health as long as they remain within it. She also leaves a puddle of goo upon death. The longer a player loiters in the goo, the faster their health drops.
* The **Jockey**: a male Infected that jumps onto a Survivor's back and steers them into other Infected or environmental hazards (e.g. Spitter goo), whilst clawing at the player's head until the player is incapacitated, killed, or the Jockey is shoved off.

### The AI Director 2.0

As in the first game, an artificial intelligence system called the AI Director drives gameplay by procedurally spawning enemies, weapons and items based on players' performance during any given campaign. In *Left 4 Dead 2*, the Director has been improved to encourage more participation by players, forcing players through difficult gauntlets to reach safety. It also has the ability to alter elements of the level, such as placement of walls, level layout, lighting, and weather conditions, making each play session unique. The Director now rewards players for taking longer or more difficult paths through each episode by providing useful equipment, such as special ammo packs or higher tier weapons.

## Plot

### Overview

Like its predecessor, *Left 4 Dead 2* is set in the aftermath of a worldwide pandemic of a disease nicknamed the "Green Flu", which rapidly transforms humans into zombie-like creatures and mutated forms that demonstrate extreme aggression towards non-infected beings. A few humans are immune to the disease, while some of those who are infected have no symptoms. The Civil Emergency and Defense Agency (CEDA) and the U.S. military create safe zones to attempt to evacuate as many survivors as possible. *Left 4 Dead 2* introduces four new survivors: Coach, Ellis, Nick, and Rochelle, who are immune to the disease and have individual backstories that are provided through character dialogue. While the game is intended as a continuation of the original, occurring one week after the first game begins, Valve decided to create a new group of survivors due to the change in location. Like the first game, the five campaigns in *Left 4 Dead 2* take place across a story arc. Set in the Deep South, the story begins in Savannah, Georgia, and ends in New Orleans, Louisiana. The four survivors have to fight their way through hordes of infected, using safehouses along the way to rest and recuperate in order to reach extraction points.

### Characters

*Left 4 Dead 2* features a new cast of four human survivors: Coach (voiced by Chad Coleman), a stocky high school football coach with a bad knee (although this does not affect gameplay); Nick (voiced by Canadian singer Hugh Dillon), a pessimistic gambler and con artist; Rochelle (voiced by Rochelle Aytes), a low-level production assistant for a local television station that was reporting on the pandemic; and Ellis (voiced by Eric Ladin), a friendly and talkative redneck mechanic who often talks about his friend Keith and their many misadventures. In addition to the four playable characters, *Left 4 Dead 2* also features two supporting characters in the form of Whitaker (voiced by Dayton Callie), a gun store owner, and Virgil (voiced by Randall Newsome), a Cajun boat captain who appears (voice only) in the game's final three campaigns. Two soldiers heard in the final map of The Parish, voiced by Bob Gunter and Bill Huggins, round out the NPC cast.

### Story

*The Sacrifice* takes place before the main events of *Left 4 Dead 2* and after the events of comic book of the same name. At the end of the first game, the original survivors—Bill, Francis, Louis, and Zoey—arrive at the portside town of Rayford in Georgia in order to search for a boat that can take them to the Florida Keys. After finding an adequate sailboat, the survivors have to manually start up generators in order to lift a bridge for their boat to pass through. One survivor (canonically Bill) sacrifices themself in order to kick-start a generator once it gives out, so that the others may reach safety. This is the end of Bill's story in the *Left 4 Dead* video game series.

*Left 4 Dead 2* opens in *Dead Center* (set in Savannah, Georgia), where the four survivors find themselves abandoned on a hotel roof by rescue helicopters. They decide to head for the local mall, where a second CEDA evacuation point is located. After a brief encounter with a gun store owner, Whitaker, the survivors discover that the mall is overrun, with all CEDA agents having become either dead or infected as well. Ellis helps the group use a stock car to break out of the mall and travel towards New Orleans, rumored to be the last standing city in America.

*The Passing* takes place between *Dead Center* and *Dark Carnival*, and after the events of *The Sacrifice* campaign. The survivors arrive at the bridge in Rayford, where they meet Francis, Louis, and Zoey. As they need to cross the bridge to proceed, the Survivors need to find another way across to refill the generator with gas. After fighting their way through a wedding reception (complete with a Witch bride), the streets, and a historic under-the-river tour, they meet up again with the original survivors, who help by covering for the group while they fill the generator and lowering the bridge once it's full.

At the start of the *Dark Carnival* campaign, the four survivors find the highway ahead completely blocked by ditched vehicles, and are forced to travel on foot through an abandoned (but still operating) amusement park. After navigating their way to the park stadium, Coach devises a plan to use a large-scale light show on the concert stage, which had been abandoned by a rock band called The Midnight Riders, in order to signal a helicopter pilot for rescue. After being rescued, they later discover that their pilot is infected. When the pilot starts attacking them, Nick is forced to kill him (echoing a similar situation in *Left 4 Dead*), causing the chopper to crash into a bayou, which acts as the setting for *Swamp Fever*. Working their way through the swamps, the group comes across a crashed airplane, dead military paratroopers, and isolated swamp villages which had held out against the infected but were eventually overrun. After spending the morning fighting through the swamp, the group arrives at a plantation mansion and make radio contact with Virgil, a Cajun boat captain who can assist them; however, his boat begins to run low on diesel fuel on the way to New Orleans.

As a tumultuous hurricane approaches (the titular *Hard Rain* of the subsequent campaign), the survivors go ashore at Ducatel in Mississippi, after which they make their way through an abandoned (and Witch-infested) sugarcane mill to a gas station to get diesel fuel, and return to signal Virgil using the neon sign of a burger chain restaurant. In the final campaign, *The Parish*, Virgil drops the group off at New Orleans, where the military appears to be evacuating civilians across a bridge. On the way there, the four discover the city overrun with infected and that the military is actually leaving the city. The group manages to reach the bridge, where they make contact with the military. Judging from their dialogue, the military pilots suspect the survivors to be "carriers", similar to the original survivors of *Left 4 Dead*. After securing their rescue helicopter, the survivors lower and cross the bridge, escaping on the helicopter just as the bridge is destroyed. While the survivors' fate is left unclear after this point, the game's writer Chet Faliszek stated in a 2009 interview that the military took survivors on cruise ships to the Caribbean in an attempt to escape the infection.

## Development

Development for *Left 4 Dead 2* started shortly after the release of the first game—following a short break—building on ideas from the development team to make the next game "bigger and better". The game was given the code name "Carnation" to prevent revealing its details before its official announcement; Valve also considered a new title for the game, *Back 4 More*, though they eventually dropped it for *Left 4 Dead 2*.[*citation needed*]

Chet Faliszek stated that *Left 4 Dead 2*'s story would explore more of the world of the game, and that Valve had created a full story for the cause and effects of the infection pandemic, including terms that they have used for the AI Director. Each campaign was purposely designed with a different feel; however, all five campaigns were mapped out at the same time by the entire team to provide the narrative flow and ensure the uniqueness of each campaign. The team used a *Left 4 Dead* dictionary developed to describe level design and flow within the game to provide a common language for developing the levels.

*Left 4 Dead 2* contains about 7,800 unique lines of dialogue, a 40% increase over *Left 4 Dead*. The writers designed the characters and selected appropriate voice actors who had natural accents for their lines and allowed the actors freedom to help authenticate the roles. They would attend recording sessions for the voice actors and allow them to ad-lib their lines for their characters, often getting new ideas for character dialogue to be recorded later, particularly in the case of Ellis (voiced by Eric Ladin) and Nick (Hugh Dillon). Randall Newsome, the voice of the boat captain Virgil, was a local actor from Louisiana who naturally spoke Cajun and helped to embellish the role better than the writers could. Faliszek wanted to include a "no-nonsense" woman from a Department of Motor Vehicles, but this character did not make the cut. The developers solicited several bands to include them in the game: Depeche Mode responded eagerly, and allowed Valve to use its music and other imagery in the game, such as on Rochelle's T-shirt.

In introducing the new Infected, the development team had to consider how the new abilities would mesh with the existing Infected and any changes they had made to them. One discarded idea for a new Infected included the "Leaker"; the creature, when having taken damage, would shoot out spouts of goo at the survivors, and then would be able to self-detonate like the Boomer. However, this sacrificial act would have given survivors time to escape, and the idea was dropped, though features of the Leaker were built into the Spitter.

In development, the programmers wanted to find a way to provide more variation and visual effects for the players, although they were already strained by memory limitations on the Xbox 360 for *Left 4 Dead*. One key development factor was recognizing a way to create greater variation in the appearance of the common infected through a number of modeling and rendering tasks. Simple changes of the underlying geometry of the model, either the head or the body, with the resulting effects on the texture mapping was one means to create apparent variation. Another means was created by using different head textures along with various blood and dirt maps, and similarly different wounds applied to the body texture. A final means to alter the tone of both the skin and the clothing worn by the infected. As a result, a single infected model could have up to 24,000 variations within the game. This allowed Valve to effectively only keep two to six common infected core models in memory for each level, leaving only the unique infected for each campaign and the special infected as their own unique models. As a result, the memory use for the infected dropped by 50%. Valve's programmers also sought how to better represent damage the players did to the infected by showing inflicted wounds in the appropriate location and in a manner based on the weapon used, allowing for the inclusion of more resilient infected creatures in advanced game modes. They had simulated this in *Left 4 Dead* by having five possible character models that would result from a fatal attack but felt this could be advanced further. Already limited by memory concerns on the Xbox 360 that prevented further variations on the core infected models, the team devised a system of using textures with transparencies combined with ellipsoid culling from any infected character model to simulate the wounds, with several graphical process simplifications to avoid taxing the rendering system. This allowed the team to simulate up to two such wounds on each infected using only 13% of the memory resources of the based system in *Left 4 Dead*.

Another visual aspect that the Valve team explored was the rendering of water, particularly in the "Swamp Fever" campaign, which takes place mostly in a large swamp area. Valve found early play-testers would become confused with the large, tree-covered map, but by adding hints of water movement in the direction they were to go, there was a significant reduction in players becoming lost on the map. The water maps were created by using the 3D animation tool Houdini against its landscape maps to create realistic water flow patterns as surface maps. These surface maps were then applied in a "flowing" manner instead of the scrolling manner used in previous games. These water effects were further expanded upon for Valve's next game, *Portal 2*.

Doug Lombardi, vice-president of marketing for Valve, noted that the SDK released for *Left 4 Dead* would also be compatible with *Left 4 Dead 2*.

## Promotion

PC and Xbox 360 players who pre-ordered *Left 4 Dead 2* through participating retailers gained early access to the game's demo, which was released on October 27, 2009 for Xbox Live and October 28, 2009 for PC players, and an exclusive baseball bat melee weapon to be used in game. Pre-ordering the PC version of the game through the Steam network also unlocks Bill's beret from *Left 4 Dead* for use in the PC version of *Team Fortress 2*. Also, when a person buys the game and starts up Team Fortress 2, they will get a frying pan as a melee weapon and Ellis' hat as an in-game hat. The demo became available for all PC and Xbox Live Gold users on November 4, 2009 with Xbox Live Silver users gaining access on November 11, 2009. The demo features the first two maps in "The Parish" campaign.

On October 5, 2009, Valve announced that *Left 4 Dead 2* would be promoted by a $25 million advertising campaign, exceeding the $10 million that supported *Left 4 Dead*. The campaign includes television advertisements during sporting events, on billboards and magazines; and more aggressive advertising for Europe.

## Release and updates

*Left 4 Dead 2* was released on Steam on November 16, 2009. Retail copies were made available some days after, depending on the country.

In March 2010, Valve announced that it would be bringing the Steam content platform to Mac OS X computers; along with it, Steam will be providing native versions of existing Valve games including *Left 4 Dead 2* and its predecessor. The games will support cross-platform play, allowing Mac players to play alongside PC players on the same servers, and will also be part of its Steam Play cross-compatible and Steam Cloud titles, allowing a player who has purchased the game on one platform to download and play it on the other platform for free. The Mac OS X client was released on October 5, 2010.

With the introduction of a Linux client for Steam, Valve has affirmed that *Left 4 Dead 2* will be developed for Linux. The Linux version of *Left 4 Dead 2* was released on May 3, 2013.

On December 25, 2013, Valve released the game for free for new players. The Christmas update also included a special achievement called "Ghost of Christmas Present," awarded to veteran players who helped the free holiday players survive in the game's campaign mode.

### Downloadable content

On December 14, 2009, Valve announced the first DLC installment for *Left 4 Dead 2*, "The Passing". Though initially planned to be released sometime in March 2010, "The Passing" was released on April 22, 2010. The content costs 560 Microsoft Points ($6.99) for the Xbox 360 and is free for PC and Mac users. The campaign, taking place between the "Dead Center" and "Dark Carnival" campaigns, features the cast of *Left 4 Dead 2* meeting with three of the survivors from the original *Left 4 Dead*. The new group learns that the fourth original survivor, Bill, sacrificed himself to allow his comrades to continue on safely. The title "The Passing" can be interpreted in several ways; to Bill's passing, the brief passing encounter between the two groups, and of the first group of survivors "passing the torch" to the next. "The Passing" contains references to other zombie-themed works, including the games *Dead Rising* (2006) and *Plants vs. Zombies* (2009), and the film *28 Days Later* (2002). The add-on also features two new weapons, an M60 machine gun which becomes unusable once depleted of ammo, and a golf club for melee.

A prequel to "The Passing", titled "The Sacrifice", was released on October 5, 2010, as an add-on for both *Left 4 Dead* and *Left 4 Dead 2*. This prequel ties up the story of the original game, showing the events leading to the meeting of the two groups of survivors in "The Passing" from the point of the *Left 4 Dead* characters. However, players can choose which character will sacrifice themselves for the others to safely continue on and not just the canonical choice of Bill. Valve also provided the full "No Mercy" campaign from *Left 4 Dead* as a *Left 4 Dead 2* campaign, which is playable with the original Survivors from *Left 4 Dead*. Though the maps are nearly identical to their appearance in *Left 4 Dead*, No Mercy in *Left 4 Dead 2* contains all of the enhancements of the sequel, including the new Special Infected, Uncommon Infected, melee weapons, additional guns, and the ability to use the new game modes, including Mutations and Scavenge mode.

An additional community-created downloadable content package, called "Cold Stream", was released July 24, 2012 for Xbox 360 and PC. Valve has announced testing had begun on the Xbox 360, as well as for all the original Left 4 Dead maps via L4D Blog. The content is in public beta, available to players for testing and data collection on any issues, with a complete release date on 24 July. On July 24 it was announced that Valve did not send the downloadable content package to Microsoft. On August 1, 2012, it was announced that Cold Stream would be made available for Xbox 360 on August 3, at the price point of 560 MSP ($6.99).

A community-made scenario, "The Last Stand", was released on September 24, 2020 with Valve's blessing as an official update to the game. The update includes a new campaign of the same name, over twenty new survival maps and several miscellaneous changes to the game. The leads on the community project had worked on levels and had pitched the idea to Valve around 2019, but at that time, the studio was in the final stages of finishing *Half-Life: Alyx*, but gave the team permission to continue what it was doing, including providing a map of a lighthouse setting (the origin of "The Last Stand" name) that was used in the original *Left 4 Dead* as a Survival-mode exclusive map*.* When *Alyx* was mostly complete, members from Valve took time to review the state of the project, and were impressed with its state. Valve subsequently provided minimal technical support in terms of Source engine support, leaving the community team to handle the rest.

### Tie-in content in other game

A proposed content package and tie-in for the 2012 horror film *The Cabin in the Woods* was in the works, but the project dissolved after the film's original production company, MGM, filed for bankruptcy. The film's director, Drew Goddard, commented on what the downloadable content would have included, stating: "The game was gonna be amazing. You were gonna be able to play in both the upstairs *Cabin in the Woods* world and the downstairs 'facility' world with all the monsters. Believe me, I HATE all video games based on movies, they always suck, but porting *Cabin* into *Left For Dead* felt like the right fit. It pains me that it didn't happen." Valve did allow the filmmakers to include the *Left 4 Dead 2* bosses as monsters to populate some of the scenes in the film despite the failed project.

On April 4, 2013 a *Resident Evil 6* crossover DLC was released for the PC version. It adds the main characters and two monsters from *Left 4 Dead 2* to the PC-exclusive The Mercenaries: No Mercy mode in *Resident Evil 6*. Also three monsters from *Resident Evil 6* are added as replacement skins to existing monsters on the PC version of *Left 4 Dead 2*.

On August 20, 2015, an update for the game *Zombie Army Trilogy* was released, which imported the eight survivors from both *Left 4 Dead* games into *ZAT*. In 2021, the characters were added to the games sequel *Zombie Army 4: Dead War*.

### Mutations

Mutations are modifications on *Left 4 Dead 2*'s game modes, which have been offered every week after "The Passing"'s release; these game modes alter the conditions of play. All Mutations are now available through an update, making them selectable in the PC version. At this time Valve added the "Realism Versus" mutation to the game as a permanent game mode. All Mutations became available for Xbox 360 users with the release of Cold Stream.

### Community modification support

Similar to *Left 4 Dead* and other Source Engine-based games, a number of players have constructed new maps, campaigns, and other variations for *Left 4 Dead 2*, supported by Valve through their software development kit for the game. With the kit, players have found ways to include the original *Left 4 Dead* campaigns into *Left 4 Dead 2*. Players have also found ways to increase the number of survivors up to 16, duplicating the graphics for the existing survivor characters as needed. In August 2010, Valve announced that it will promote selected community generated maps, one every two weeks, both by blog posts on their official site, and by offering the map on a number of their dedicated servers. Valve updated the game in January 2013 to include support for Steam Workshop, allowing users to create and share new scenarios, maps, characters and weapons, and to create Mutation-like changes that can be applied to existing maps. A further patch in February 2013 introduced a new scripting system, Expanded Mutation System, that gives programmers more control and options to create new Mutations that can be played across any map or to customize behavior in specific campaigns; one such user-created Mutation creates an experience similar to the Zombie mode in *Call of Duty: Black Ops II*, allowing players to buy weapons and barricades to fight off waves of zombies.

### Arcade version

A Japanese arcade cabinet version of *L4D2* titled ***Left 4 Dead: Survivors*** (Left 4 Dead: 生存者たち, *(Seizonshatachi)*) was developed and released under license by Taito in December 2014. The arcade version featured a unique mouse-and-handset control scheme, exclusive skins and weapons, online and local connected play, and unique limited online events (with the online service ending in 2017). The plot and gameplay remains largely unchanged from *L4D2*, streamlined and modified for a time-limited arcade environment. The game also features four exclusive survivors which replace the original survivors: Haruka Hirose (広瀬遥, *Hirose Haruka*, voiced by Ayane Sakura), a Japanese schoolgirl visiting America on a school trip; Yuusuke Kudou (工藤佑介, *Kudō Yūsuke*, voiced by Ryuichi Kijima), a Japanese college student on vacation; Sara Kirishima (霧島沙良, *Kirishima Sara*, voiced by Miyuki Sawashiro), a half-Japanese half-American tour guide; and Blake Jordan (ジョーダンブレイク, *Jōdan Bureiku*, voiced by Hidenori Takahashi), an American bartender and army veteran.

## Competitive community and tournaments

On the PC, the original competitive modification named "Confogl", was created by community member ProdigySim. It is now a playable mutation included in the game. Confogl is a set of rules for competitive Left 4 Dead 2 versus which standardizes certain elements and changes the distribution of items and weapons. It tips the scales toward the infected. Tournaments have been held utilizing the Confogl modification, such as the CEVO tournament.