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** The Chainsaw Massacre mutation amplifies the survivor bot's stupidity to new levels. They will either run ahead or lag badly behind and not do too well in saving you from special infected.

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** The Chainsaw Massacre mutation amplifies the survivor bot's stupidity to new levels. They will either run ahead or lag badly behind and not do too well in saving you from special infected. This was corrected later causing the AI to rarely stray far from players, but they are still have issues.
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* {{Crossover}}: [[http://kotaku.com/5990832/capcom-and-valve-team-up-for-resident-evil-6-x-left-4-dead-2-title The characters, Witch, and a smaller version of the Tank are Downloadable Content for the PC version of]] ''VideoGame/ResidentEvil6''.
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* MetalSlime: The Fallen Survivor infected in The Passing campaign. They only appear once or twice, have as much health as a Witch, and will run away the minute you attack them. They also carry items like pills, pipe bombs, molotovs, and first aid kits, so killing them is always worth it.
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* MajorInjuryUnderreaction: A survivor's typical response to friendly fire? Some variant on "Stop shooting me!"
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** [=TAAAAAAAAAAAAAAAANNNK!!!=] plays it for fun, by removing AI-controlled special infected and having players only be survivors or Tanks.

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** [=TAAAAAAAAAAAAAAAANNNK!!!=] plays it for fun, by removing AI-controlled special infected and having players only be survivors or Tanks. This can actually make the game much easier, as survivors can [[LeeroyJenkins just run like hell through the level]] without having to worry about being grabbed by a special.
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* IncongruouslyDressedZombie: Lots of 'em.
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* ZergRush: The AI director will send these at you at random, when a boomer vomits on you, in pre-programmed Crescendo Events where you're forced to make a ton of noise to continue moving, or if you accidently set off a car alarm, [[WebAnimation/ZeroPunctuation or whenever he's bored, which is]] ''[[ZeroPunctuation all the time]]''. The normal infected also like to rush pipe bombs because of the smoke detector alarms rigged to them, and Boomer bile (both regular and purified) for obvious reasons.

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* ZergRush: The AI director will send these at you at random, when a boomer vomits on you, in pre-programmed Crescendo Events where you're forced to make a ton of noise to continue moving, or if you accidently set off a car alarm, [[WebAnimation/ZeroPunctuation or whenever he's bored, which is]] ''[[ZeroPunctuation ''[[WebAnimation/ZeroPunctuation all the time]]''. The normal infected also like to rush pipe bombs because of the smoke detector alarms rigged to them, and Boomer bile (both regular and purified) for obvious reasons.
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* ZergRush: The AI director will send these at you at random, when a boomer vomits on you, in pre-programmed Crescendo Events where you're forced to make a ton of noise to continue moving, or if you accidently set off a car alarm, [[ZeroPunctuation or whenever he's bored, which is]] ''[[ZeroPunctuation all the time]]''. The normal infected also like to rush pipe bombs because of the smoke detector alarms rigged to them, and Boomer bile (both regular and purified) for obvious reasons.

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* ZergRush: The AI director will send these at you at random, when a boomer vomits on you, in pre-programmed Crescendo Events where you're forced to make a ton of noise to continue moving, or if you accidently set off a car alarm, [[ZeroPunctuation [[WebAnimation/ZeroPunctuation or whenever he's bored, which is]] ''[[ZeroPunctuation all the time]]''. The normal infected also like to rush pipe bombs because of the smoke detector alarms rigged to them, and Boomer bile (both regular and purified) for obvious reasons.
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** A variation also occurs with a lightning storm in The Swamp. When the storm is passing overhead, players' microphones are automatically quieted, to the point the players will literally have to shout to be heard by their teammates.
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[[caption-width-right:330:[[CloudCuckooLander Ell]][[MrFanservice is]], [[TeamDad Coa]][[HandicappedBadass ch]], [[SassyBlackWoman Roch]][[TeamMom elle]] and [[DeadpanSnarker Ni]][[{{Jerkass}} ck.]]]]

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[[caption-width-right:330:[[CloudCuckooLander Ell]][[MrFanservice is]], [[TeamDad Coa]][[HandicappedBadass ch]], [[SassyBlackWoman Roch]][[TeamMom elle]] and [[DeadpanSnarker Ni]][[{{Jerkass}} ck.Nick.]]]]
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*** That said, the military does act rationally, if harshly. At the end of the Pariah they arrange a special helicopter for the 4 survivors because they are presumably carriers. On the other hand, they shoot normal humans who try to get past the barricades without any degree of contact without a second's hesitation.

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*** That said, the military does act rationally, if harshly. At the end of the Pariah The Parish they arrange a special helicopter for the 4 survivors because they are presumably carriers. On the other hand, they shoot normal humans who try to get past the barricades without any degree of contact without a second's hesitation.
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*** That said, the military does act rationally, if harshly. At the end of the Pariah they arrange a special helicopter for the 4 survivors because they are presumably carriers. On the other hand, they shoot normal humans who try to get past the barricades without any degree of contact without a second's hesitation.
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Atop of being a Zero Context Example, it\'s a character-exclusive trope. Take it to the Characters page.


* [[EveryoneCallsHimBarkeep Everyone Calls Him Coach]]
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* DifficultButAwesome: The grenade launcher can clear out hordes with one well placed shot, make most special infected stumble (making it great to free pinned survivors without worrying about accuracy), and a direct hit to the Witch can make her stumble and buy you time to get away or kill her quickly. The difficulty in using the weapon is you have to reload after every shot (and each reload takes about 4 seconds) and you can't get more ammo for the grenade launcher. Unless you are skilled enough, you may cause lots of friendly fire damage to yourself or the team. You will be using your pistols or melee weapons a lot to make up for the grenade launcher's weaknesses.
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* [[EveryoneCallsHimBarkeep Everyone Calls Him Coach]]

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rename


* FromBadToWorse: Leading up from the first game, there is evidence that much of the urban parts of America are completely overrun and that the infected are changing even more; just a month after the first case.



* ItGotWorse: Leading up from the first game, there is evidence that much of the urban parts of America are completely overrun and that the infected are changing even more; just a month after the first case.
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The plot is roughly the same as the last game, a deadly virus epidemic has claimed the country. You play as one of four survivors trying to make their way though bloodthristy horde of mutant infected to reach safety. The difference this time out is the setting is located somewhere around the [[DeepSouth Louisiana area]] and the survivors now being a new group of four.

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The plot is roughly the same as the last game, a deadly virus epidemic has claimed the country. You play as one of four survivors trying to make their way though bloodthristy horde bloodthirsty hordes of mutant infected to reach safety. The difference this time out is the setting is located somewhere around the [[DeepSouth Louisiana area]] and the survivors now being a new group of four.
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That\'s not what emergent narrative means


The game also received massive critical acclaim for its use of emergent narrative- the parts of the story that they don't tell you, and the interactions of the survivors.

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The game also received massive critical acclaim for both its use of emergent narrative- MythArc style narrative - the parts of the story that they don't tell you, and as well as the interactions of between the survivors.
survivors - and for its emergent narrative, in which different aspects of gameplay combined with elements of randomness mean that every single time you play a new, funny story emerges.
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* PreviousPlayerCharacterCameo: The main appeal of The Passing is this trope. The survivors from ''Left4Dead'' assist you in the finale with cover fire and extra supplies. [[spoiler: Bill, however, is dead.]]
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* OurZombiesAreDifferent: Of the infected, easily-enraged sort much like in ''[[TwentyEightDaysLater 28 Days Later]]'' and various types of {{Elite Zombie}}s.

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* OurZombiesAreDifferent: Of the infected, easily-enraged sort much like in ''[[TwentyEightDaysLater 28 Days Later]]'' ''Film/TwentyEightDaysLater'' and various types of {{Elite Zombie}}s.
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The 2009 sequel to ''VideoGame/Left4Dead''

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The 2009 sequel to ''VideoGame/Left4Dead''
''VideoGame/Left4Dead''.
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*** The panel is intact in the this game's port, to counter Spitters getting a cheap shot.

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*** The panel is intact in the this game's port, to counter Spitters getting a cheap shot.



* {{Hammerspace}}: If you have a melee weapon and are incapped(or a chainsaw runs out of gas), this is where the pistol comes from.

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* {{Hammerspace}}: If you have a melee weapon and are incapped(or incapped (or a chainsaw runs out of gas), this is where the pistol comes from.
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* PlayerPreferredPattern: Auto shotguns are being the most used weapon, despite the nerf it got in its ammo capacity, but AK-47s are another commonly used weapon due to its power. Its accuracy is mediocre but the gun becomes a powerhouse with a laser sight. Magnums and melee weapons becomes everyone's weapons of choice for realism mode since they're the only weapons that can still kill common infected in one hit.



* BreatherLevel: Although it's definitely not on your side, the AI director does tend to give you a breather in-between swarms of zombies or boss encounters, especially if you're just limping through. The period of time is increasingly brief on higher difficulties.
** The raft in ''Swamp Fever'' and the elevator in ''Dead Center''
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* ItsPopularNowItSucks: Invoked and played with by the Midnight Riders. Near their last known concert site, a bunch of well-wishers and mourners lament the loss of the Midnight Riders... until a graffiti says they were safely airlifted out. Then the graffiti turns to angry "they sold out and were never good" insults.
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* WeCannotGoOnWithoutYou: If there are any bots on the team, you'll have to start the level over again if all the human players are dead, regardless of if there is a bot player alive. It becomes mind-boggling when playing against a team of bot Survivors in versus mode and they are capable of moving through the level on their own without the guidance of a human player.

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* WeCannotGoOnWithoutYou: If there are any bots on the team, team in any non-Versus mode, you'll have to start the level all over again if all the human players are dead, regardless of if there is a bot player alive. It becomes mind-boggling when playing against a team of bot Survivors in versus mode and they are capable of moving through the level on their own without the guidance of a human player. Fortunately, there are {{Game Mod}}s that fix this.

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* ClimacticElevatorRide: In the first campaign, the survivors take an elevator down to the ground floor of the mall where Jimmy Gibbs Jr.'s car (and their best chance of escape) is parked.



* UnwinnableByInsanity: in the [[CollectionSidequest scavenge finale]] of The Passing, the AI Director ''can'' spawn boredom hordes and specials if you take too long before talking to the first game's Survivors. If you do, activating the elevator will make the AI director think you have lowered the bridge, and he will begin throwing the infinite tanks and hordes at you... Even though you ''haven't'' lowered the bridge or even collected ''one'' gas can. And the best part? This doesn't reset if (when) you game-over. The only way to avoid it is to 1) quit the campaign and start from the beginning, or 2) ''not take too long before talking to the other Survivors.''
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* TheNicknamer: The survivors will refer to each other and the Special Infected by various nicknames over the course of the first campaign (for instance, Rochelle calling Nick "Suit", Nick calling Ellis "Overalls", Coach calling the Charger "one-arm", Nick referring to the Hunter as a "scrawny little bitch I'm gonna kill", etc.). The Tank gets a nickname as well, though [[OhCrap none of the survivors are in the right state of mind to think up one]] when they encounter the first one.

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* TheNicknamer: The survivors will refer to each other and the Special Infected by various nicknames over the course of the first campaign (for instance, Rochelle calling Nick "Suit", Nick calling Ellis "Overalls", Coach calling the Charger "one-arm", Nick referring to the Hunter as a [[BreadEggsMilkSquick "scrawny little bitch I'm gonna kill", kill"]], etc.). The Tank gets a nickname as well, though [[OhCrap none of the survivors are in the right state of mind to think up one]] when they encounter the first one.
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* PaintingTheFourthWall: The ending to the "Dark Carnival" has you activate the stage effects for a band that was originally going to play. The next two Tank cues then have a very distinct rock feel to them over the original orchestral.

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* PaintingTheFourthWall: PaintingTheMedium: The ending to the "Dark Carnival" has you activate the stage effects for a band that was originally going to play. The next two Tank cues then have a very distinct rock feel to them over the original orchestral.
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The game sports a few new features such as three new special infected (The Charger, the Jockey, and the Spitter). Also introduced in the sequel is the new Scavenge mode, a eight-player mode similar to Versus where the point isn't to reach the safe room; it's to collect gas cans. Also introduced is Realism, where most auras are removed (including the ones around teammates), Witches instantly '''kill''' on any mode except Easy, there are no closets, and a few other things. The narrative to the game has also changed as each campaign now leads into another rather then be stand-alone like the first game did.

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The game sports a few new features such as three new special infected (The Charger, the Jockey, and the Spitter). Also introduced in the sequel is the new Scavenge mode, a eight-player mode similar to Versus where the point isn't to reach the safe room; it's to collect gas cans. Also introduced is Realism, where most auras are removed (including the ones around teammates), Witches instantly '''kill''' on any mode except Easy, there are no closets, and a few other things. The narrative to the game has also changed as each campaign now leads into another the next one rather then be stand-alone like the first game did.

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