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1* AbridgedArenaArray:
2** "Dead Center" is the most played campaign in co-op and VS, and especially VS because the first level has ledges where a Charger can knock survivors off for instant kills. "No Mercy", another commonly picked level in ''Left 4 Dead'', also became another go to level when it was ported to ''Left 4 Dead 2''.
3** For custom campaigns, most players stick to "[[VideoGame/HalfLife2 City 17]]", "Suicide Blitz 2" and "I Hate Mountains". More obscure or less popular maps tend to have less dedicated servers for them, if there's any at all.
4* {{Adorkable}}: Ellis isn't conventionally nerdy, but about his cloddish over-exuberance just ''screams'' adorable.
5* AlternativeCharacterInterpretation: There's more than just a few hints that Ellis's chipper personality and {{Cloudcuckoolander}} tendencies are signs that he's become completely unhinged by the zombie apocalypse, and is spending the game in what's essentially one long psychotic episode.
6** He does seem ''[[http://left4dead.wikia.com/wiki/Ellis/Quotes#Weapon_Related awfully]]'' fond of {{ax|Crazy}}es.
7---> '''Ellis''': Yeah, I've always wanted to be an axe murderer!
8** Ellis also seems rather fond of automatic weapons, too.
9---> '''Ellis''': Man, I wanted this rifle since I was nine.
10** Then there's one of his grenade launcher lines (though all the survivors are rather enthusiastic when picking it up):
11---> '''Ellis''': OH MY GOD, IT'S CHRISTMAS!
12* AnnoyingVideoGameHelper:
13** The survivor AI when it comes to healing. They will do their damn best to keep you going, but ignore anything else occurring at the moment. [[ArtificialStupidity Even if that means stopping you where you're standing, potentially condemning you, them, or some other teammate to death]]. Not to mention how they persistently try to heal you the second your health drops below 30. They adjust their "judgement" a little depending on how much temporary life you have, but not very much [[note]]For some incredibly stupid reason, the AI treats temporary health gained by pills and adrenaline shots as being ''half'' of that of permanent health, which often results in the AI wasting a health kit if they only have temporary health, rather than savoring that temporary health and using a health kit much later. The cvar "sb_temp_health_consider_factor 1.0" can be used to rectify this, but a mod is required to implement this without enabling cheats.[[/note]]. The only way to refuse treatment from them is to pull out a healing item of your own (pills, adrenaline or a medkit).
14** AI Ellis, since he always grabs the Sniper Rifles on sight. Because the Survivor AI is borrowed from ''Counter-Strike'', they'll always switch to pistols when an enemy gets too close. Since this is a zombie game, the chances of that happening are ''very'' high. Cut to Ellis constantly getting the least kills for not using the Sniper Rifles often enough. In the ported ''[=L4D1=]'' campaigns, Zoey also suffers from this for the exact same reason.
15* SugarWiki/AwesomeMusic:
16** In ''Left 4 Dead 2'', [[https://youtu.be/8tmzjaN2DWc RE: Your Brains]] can be played on the jukeboxes found in some of the campaigns. It signals a Horde attack right after the line "But here's an FYI, you're all gonna die screaming.". ''The Horde's screams are right in time with the chorus that follows.''
17** While defending from the stage of a rock concert, ''Left 4 Dead 2'' sends you [[https://www.youtube.com/watch?v=EpnARroePF8 One Bad Tank]] with the tank theme turned up to METAL. As well as [[https://www.youtube.com/watch?v=hk6n1o0YheM Midnight Tank]], which plays for the other Tank of the finale.
18** The "Hard Rain" rendition of the menu theme is by far the most awesome cover ''EVER.'' [[https://www.youtube.com/watch?v=F_7C8oN2klY Listen to it once and you'll never go back!]]
19** "The Last Stand" campaign introduced the [[https://www.youtube.com/watch?v=eF0ZhqyVwQ8 METALIZED version of Tank Theme]] as you prepare to face ''two'' Tanks near the finale of the campaign.
20* [[Awesome/VideoGameLevels Awesome Video Game Level]]: The finale of ''Dark Carnival'' features the survivors entering into the stadium at Whispering Oaks, planning to use the lights to attract a nearby helicopter. However, as soon as the lights are turned on, the music begins to play! What follows is a prolonged, yet amazing battle in which you fight hordes to the sound of the Midnight Riders, and at two points on your journey through the finale, Tanks with their own custom music (see SugarWiki/AwesomeMusic above) come to fight you on the stage. The ending is a massive fireworks display before the chopper appears and it's a mad dash to board it.
21* BreatherLevel:
22** The elevator in ''Dead Center'' and the raft in ''Swamp Fever'' are short sections with no zombies whatsoever, giving players a couple moments to calm down before facing the horde again.
23** The finale of ''Dark Carnival''. After going through two of the most brutal gauntlets in the game, a simple holdout finale where you get plenty of supplies and gas cans (and functionally-identical fireworks boxes) to hold off waves of Infected while also having enough room to dodge Tanks and some nice music playing in the background is rather relaxing in comparison.
24* BrokenBase:
25** With the gameplay changes between the first game and the second game, it was only natural that there'd be a big divide among fans on whether or not the first or second game is better.
26** Left 4 Dead 2 also has a broken base in itself regarding certain content. The Cold Stream DLC has divided people into two camps; those who defend it for being something different and how Valve is supporting the mapping community by having an unofficial campaign as a part of DLC while people who hate the DLC blast it for Cold Stream being too linear and boring, or simply upset that their favorite custom campaign wasn't picked.
27** Breaking the base even further are ragdolls and legs. ''VideoGame/Left4Dead'' had survivors rag doll upon death and players could see legs for their character when looking down. ''Left 4 Dead 2'' removed the survivor rag dolls so that the animations for the defibrillator would play correctly (Survivors still ragdoll if they lose their grip from hanging and fall to some place that you can't physically reach) [[note]]You can install [[https://steamcommunity.com/sharedfiles/filedetails/?id=1932686022 a mod]] on the Steam Workshop to restore it, though.[[/note]] and the legs were removed in order to ease up on the rendering costs and enable the game to have more zombies generated. For years, people demanded to have the rag dolls and legs back, but Valve isn't budging. [[note]] [[https://steamcommunity.com/app/550/discussions/0/2915472677714842491/ According to the project lead of the Last Stand update in 2020]], another reason why they can't implement the legs again is because the original files and code for it was lost.[[/note]]
28** Full captioned subtitles. Helpful for those who want to catch all the dialogue or deaf players, or lets people cheat by alerting them to the presence of special infected and hordes? No one can decide. The fury died down rather quickly when Valve added the option for just subtitles without the noise captions, allowing for a happy medium.
29** The characters themselves left fans quite divided. You have those that prefer the survivors from the first game that were more down to earth while still having their quirks. Others prefer the sequel's survivors for being more joking in nature and more positive outlook on the situation and their more unique personalities, as well as being designed with the second game's mechanics in mind (the first set, upon being ported over, suffered many a SpecialEffectsFailure in animations and quirks until they were fixed in The Last Stand update).
30** The Last Stand update disabled the Laugh and Taunt vocal command in VS mode, which divided people quite heavily over it. Those that are against the change cite that it should have never been done and it takes away the ability to express themselves. For those that are for the change, they agree having those commands disabled is good since it stops people from spamming them for the whole match.
31** While The Last Stand Update initially garnered overwhelmingly positive reception from both the gaming press and the player base, it gained detractors over time as well. Recurrent criticisms are about some of the balance changes, some mods becoming broken with the update (mainly UI mods and Survivor Animations mods), bot AI debatably becoming less intelligent, and lastly the original aesthetic of ''Left 4 Dead 2'' felt lost with replacement of a more streamlined gameplay akin to common modern shooter games.
32** The Cold Stream campaign split the fans two fronts. Those who dislike the campaign cite the constant hordes, lengthy maps, and bias in favor of the infected in the level design as their reasons for why they don't like it. The people who do like Cold Stream feel the elements that people dislike is the reason why it's so good in terms of challenge, especially in VS mode.
33* CargoShip:
34** Just listen to Rochelle when she finds a Magnum.
35--> "I am in ''love'' with this gun!"
36** There's also Ellis and [[CoolCar Jimmy Gibbs Jr.'s Car]]. He gushes ''hard'' over the vehicle and acts sentimental to the point of dedicating a little goodbye speech to it when they have to proceed on foot when they reach the jammed road by Whispering Oaks. The Last Stand update's dialogue doesn't even pretend his attraction to the car isn't canon anymore:
37--> '''Rochelle:''' You'll be back with her soon enough. Also, she's a car. [[{{Squick}} And this is creepy]].
38* CatharsisFactor: A few mutations give you the TooAwesomeToUse weapons, but with their standard drawbacks removed, letting you blaze through any infected standing in your way:
39** "Chainsaw Massacre" provides Chainsaws with unlimited fuel. Hordes are suddenly a complete non-issue, and even the Tank can quickly be torn to shreds.
40** "Gib Fest" provides [=M60s=] with infinite ammo; the damage against Common Infected on the high-violence setting is [[LudicrousGibs truly a sight to behold]]. An particularly ideal place to stand around and rip the infected apart is the end of The Parish's bridge finale.
41** "[=RocketDude=]" provides Grenade Launchers with infinite ammo. Not only that, but its notorious friendly-fire damage is almost entirely mitigated, and you start off with 200 health to boot. Better still, you're now able to [[RocketJump blast yourself into the air with your own grenades]]. So not only can you blow up the infected at your leisure, but you can quite literally fly past them too.
42* CommonKnowledge: The way the game handles spawning Jimmy Gibbs Jr. on ''Dead Center''[='=]s finale is often cited as if he simply has a 5% chance to spawn. [[https://treescrub.github.io/jimmygibbs/ It's actually more complicated than that]], for one thing, he only has a chance to spawn every 15 days.
43* ComplacentGamingSyndrome: The Auto Shotgun is still the most used weapon, despite the nerf it got in its ammo capacity, as a reliable means of dealing with Witches, but the AK-47 is another commonly used weapon due to its per-bullet power. Its accuracy is mediocre but the gun becomes a hole-punching powerhouse with a LaserSight. Magnums and melee weapons becomes everyone's secondary weapons of choice since they're the only weapons that can still kill common infected in one hit and require no reserve ammo. Regarding scoped rifles, only the Military Sniper Rifle is worth a damn, as the other variants suffer from a diminished magazine and ammo reserve (Hunting Rifle) or are bolt action rifles that fare ''very'' poorly in a game with zombie hordes (Scout, AWP).
44%%* Crazy Awesome: Keith, if Ellis's stories about himself and Keith's exploits are any indication.
45* DemonicSpiders:
46** All of the Special Infected that can stun the survivors: The Hunter, Jockey, Smoker, and Charger, as a stunned survivor can prove to be game-changing, especially on harder difficulties which friendly fire damage are lethal, most of the time. It can only be proven worse when those Special Infected appear at the same time the survivors are facing the [[DamageSpongeBoss Tank]], the [[EnemySummoner Boomer]], and the [[AreaOfEffect Spitter]].
47** The Witch on harder difficulties where health recovery supplies is essential or when the Witch is capable of one-hit-kill. Especially often when the Witch is outright blocking the path the survivors need to progress.
48** The Charger can [[TakingYouWithMe charge into a Survivor and carry them to an instant kill (or at least a lot of fall damage) via falling to their deaths.]]
49* DieForOurShip:
50** Zoey. The wrath of Nick/Ellis shippers was quite a sight to behold after it was shown that Ellis develops a crush on Zoey during the course of [[{{Crossover}} The Passing]].
51** In addition to her unfortunate status among general fandom as TheScrappy, Rochelle is hated even more by [[{{Shipping}} Nick/Ellis shippers]] because of a few ambiguous lines from Nick and Ellis that suggest [[SeriousBusiness either of them may possibly be more interested in her than each other]]. Although, many Nick/Ellis fanfics tend to turn her into a YaoiFangirl who [[ShipperOnDeck actively tries to get Nick and Ellis together]].
52* DifficultySpike: The jump from Advanced difficulty to Expert is huge. On Advanced, a common infected will deal 5 points of damage if they hit you in the front whereas they do 2 damage on Normal and 1 on Easy. On Expert, common infected can cause 20 points of damage in the front. Hunters can slice you for up to ''40 points of damage'', dealing the most damage out of all of the infected on Expert except for the Tank, who can instantly bring you to incapacitation in a single strike. Not to mention that Witches, which previously incapacitated you in one hit as well, now just [[OneHitKill flat out kill you]].
53* DracoInLeatherPants: Nick gets slammed with a milder form of this in Nick/Ellis, which often overlooks his JerkAss tendencies completely in order to portray him as the perfect {{Seme}} for [[{{Ukefication}} Ellis]].
54* EpilepticTrees: The design on Nick's ring matches one of Francis' tattoos, hinting at either a shared history or a chance connection in a gang. Nick might have also been in prison ("I'm not legally allowed to own a gun"), which, while indicative of his past as a con man, may support this theory.
55%%** Keith. Not helped by the fact that some of the graffiti in the first game is written by someone named Keith. (ZCE, looks like a trope misuse. Why is this Epileptic Trees?)
56* EvenBetterSequel: The pre-launch was surrounded by controversy, and originally a ContestedSequel...until Valve ported Left 4 Dead 1's entire campaign, letting players choose which maps they wished to play, making complaints some aspects (like atmosphere and story) were different from 1 almost completely moot. The game's increased pool of special infected, enhanced gameplay systems, new modes, sheer content and maps, melee combat, and ''massive'' increase in modding capabilities (all supported by Steam Workshop, making and uploading new content a breeze) make it also mechanically superior in every way.
57* FanficFuel: What happens during the trip with Jimmy Gibbs' stock car before "The Passing" and before "Dark Carnival" can be easily filled in the blanks. Also the beginning of "Swamp Fever" with the helicopter isn't directly on sight, and after the very end of The Parish, with what happens to the survivors can be filled in the blanks. Judging from how the remaining military is willing to wait, they wouldn't want to "line up (the survivors) against the wall and shoot (the survivors)" when leaving them for dead would be easier.
58* GameBreaker: The AK-47 can one-shot Commons on Normal difficulty, and unlike the SCAR and M16 it can be fired as a semi-automatic, one round at a time. In a game where ammo conservation is critical, that's a winning combination. Its main drawback is a wide grouping at long range... but add in laser sights, which give you near-perfect accuracy, and it effectively becomes a DMR, but without the typical "semi-auto only" downside. Even better, if you get your hands on explosive ammo, a full mag to a Witch will kill her without startling her. Of course, there's only one spot in the game where you can guarantee all of this put together, and it's on the first campaign.
59* GermansLoveDavidHasselhoff: The game is surprisingly famous in mainland China, judging by a good amount of mod developers from said country creating or porting models based on VideoGame/GenshinImpact and their [[VideoGame/HonkaiImpact3rd sister franchise]], VideoGame/GirlsFrontline, and several other Chinese related thematic mods like a full campaign [[https://steamcommunity.com/sharedfiles/filedetails/?id=2396847377 based on Chinese urban environment]].
60* GoddamnedBats:
61** The uncommon [[EliteMooks Clown Infected]] qualifies to a lesser extent. Though no harder to kill than any other normal Common, if not dealt with, they can drag in a Boomer-sized horde. Which in turn makes it more difficult to pick out the Clown who will keep attracting more zombies.
62** Let's not forget the Mudmen Uncommons, who can take more punishment than the average zombie, crawl rapidly on all fours (often resulting in them being confused for a Jockey or Hunter at a distance, if you even notice them) and blind the survivors with mud when they attack.
63** [[EliteMooks Worker Infected]] in "Hard Rain" take noticeably more damage than normal infected and are not drawn to pipe bombs or bile jars not coating another Infected, making trying to cover a limping escape with one of these far less effective as they swarm five at a time.
64* GoodBadBugs:
65** There seems to be a random bug where the rescue vehicle immediately arrives after starting a finale.
66** The "Headshot!" mutation makes zombies [[ExactlyWhatItSaysOnTheTin immune to all shots except ones to the head]]. However, they have an absurd tendency to get back up after their head has already been shot/bludgeoned/slashed off and keep attacking you anyway.
67** Worker Infected don't follow pipe bombs, because their earmuffs prevent them from hearing them... ''or'' bile bombs that don't hit any zombies, because they use the same coding as a pipe bomb.
68** Due to a typo in the common infected's animation file, common infected immediately ragdoll upon being killed by a sharp melee weapon, allowing hordes of them to be killed more quickly with sharp weapons.
69* HarsherInHindsight: The Midnight Riders' staunch refusal to stop touring in the middle of the apocalypse parallels Music/SmashMouth's Sturgis Rally concert during [[UsefulNotes/COVID19Pandemic the COVID-19 Pandemic]] where almost no one wore masks or kept their distance, leading to a high count of infected attendees.
70* HilariousInHindsight:
71** Many people to this day hotly debate over the quality of ''Left 4 Dead 2'' with many people stating Valve hired n00bs for testing the game's bugs and difficulty. The same people even went on to say that they could do a better job in finding all the bugs. Three years after launch, Valve released the Cold Stream campaign and all the original campaigns in beta to the public so that players can test the maps and send feedback to Valve to help improve them. Then ''almost eleven'' years after launch, a huge update with a new campaign was released, with the content of the update and gameplay changes are all tailored by the community. Valve only approved the (as of now final) update.
72** Bill in The Sacrifice campaign may sometimes mock people that "run around filling things with gas", a jab at the [=L4D2=] survivors whose campaigns involve getting gas to fuel things with. The Last Stand update has the [=L4D1=] survivors filling a generator with gas in the campaign's finale.
73** By the time the Rochelle line "I'm glad I can't Tweet, because I could never fit today in 140 characters" was restored, Website/{{Twitter}} had increased its character limit to 280 characters.
74* HoYay: Mostly from Ellis, whose [[ThePollyanna excessively friendly]] personality results in a lot of his lines coming off as accidentally flirty.
75** ''The Passing'' has a few lines from Ellis towards Nick:
76---> '''Ellis''':" Hey Nick, you and me outta get tattoos that says "Bros".
77** In response, Nick also has this line:
78--->'''Nick:''' Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that.
79** Another conversation from the same DLC:
80--->'''Ellis:''' Nick, you have a turd on your shoulder.\
81'''Nick:''' I hate you, Ellis.\
82'''Ellis:''' I still like you, Nick.
83** One of Ellis's stories involves going with his friend, Dave, to a mall where men danced for money. Interestingly, the German version of the game replaces Dave with ''[[HeterosexualLifePartner Keith]]''.
84* ItsTheSameNowItSucks: One common complaint of ''Left 4 Dead 2'' is that it's too similar to the first game - it's still four civilians with guns facing off against hundreds of zombies, only now they're in the South and have melee weapons.
85* LauncherOfAThousandShips: Ellis ends up with everyone. They don't even need a pulse.
86* MemeticBadass:
87** Ellis's friend Keith seems to have replaced "Chicago Ted" as a forum favorite. According to Ellis he has suffered from third degree burns over 95% of his body twice, broke both of his legs after driving his car off a cliff, been stabbed by a homeless man whom he thought was a ghost, got tear gassed by the police, got attacked by an alligator, bombed by the military, drowned in the Tunnel of Love, got cut up by his own "bumper-car" lawn mower leaving him with wounds over 90% of his body, got cement paved over him in a sewer after falling down an open manhole, fell off a roller coaster onto the tracks with the ride still going...and lots of other things. He will likely be the last one left after the ZombieApocalypse.
88* MemeticLoser: At least almost every VideoGame/GarrysMod video had Rochelle serving as a ButtMonkey.
89* MemeticMolester: The Jockey. The characters will sometimes even refer to Jockeys as "[[VideoGame/HalfLife head-humpers]]."
90--> '''Ellis, being ridden by a Jockey:''' IS THIS THING HUMPING ME?!
91* MemeticMutation:
92** Ellis has a number of memetic lines all of his own.
93*** 1. bind <key> "vocalize [=UseAdrenaline=]" 2. Play as Ellis. 3. Press that key over and over. 4. [[MissingStepsPlan ???]] 5. [[https://www.youtube.com/watch?v=cv_EkOrhRQk WUBUBUBUBUBU]]. Unfortunately patched within a few months, but that's where custom vocalization menus come in.
94*** "I lurve horses.", Especially in light of WesternAnimation/MyLittlePonyFriendshipIsMagic's initial explosion in popularity.
95*** [[https://www.youtube.com/watch?v=3kqleBQmFYQ ""Horses are for riding not eating."]]
96*** [[https://www.youtube.com/watch?v=xOLZRtTuh7s ZOEY, ZOEY, ZOEY!]]
97*** HOLY SHIT GUYS! ''KIDDIELAND''!
98** "Coach looks like [[Series/TheFreshPrinceOfBelAir Uncle Phil]]!" And loves [[https://www.youtube.com/watch?v=TXi1Nyp0QiA Chocolate helicopters!]] Actually, he IS [[http://HYUMAN.deviantart.com/art/COACHCOPTER-MEME-161822580 A chocolate helicopter]]. Or he is a ''ONE MAN CHEESEBURGER '''APOCALYPSE.'''''
99** "Karma Charger is always watching!"
100** Nick has a few, too.
101*** Let Dr. Nick patch you up.
102*** AH, TITS!
103*** Hand sanitizer!
104* MoralEventHorizon:
105** In the final campaign, it is revealed that soldiers began shooting zombies and humans alike due to the possibility of immune humans being carriers of the Infection. Given the fact that the zombie outbreak has pretty thoroughly wrecked at LEAST large portions of the continental US and utterly destroyed several major cities, it is fairly understandable why at some point in time the Joint Chiefs and the President dialed it in and decided to save the remaining half of the country by completely annihilating anything trying to get out of the destroyed half.
106** The original survivors probably cross this: they know that [[spoiler:the army is killing carriers]]. They don't tell the ''[=L4D2=]'' survivors this. In their defense, that wasn't revealed until The Sacrifice comic, which came out after The Passing. That might've not even been a story element when The Passing was made.
107* SugarWiki/MostWonderfulSound:
108** [[https://www.youtube.com/watch?v=0Eo_Od3Gtig WUBUBUBUBU!]]
109** [[https://www.youtube.com/watch?v=OibdV9QT5LY "The Monsters Without"]], the victory song that plays when you finish a chapter.
110* {{Narm}}: "OOHHHH NOOOOOO!" That's the sound of Bill being ridden by a Jockey.
111* NewbieBoom:
112** Every single time the game goes on sale or had a free weekend, game servers are typically flooded with new players, many which have zero experience or think their FPS skills from other games would carry them through ''Left 4 Dead 2'' and greatly annoying veteran players in the process. This in turn causes veteran players to whine about newbies ruining the game.
113** Taken to another level around Christmas 2013 where Valve made the game free to ''download'' for a day. Yes, anyone who downloaded the game during that time got the game for free and would own it forever. Since then to this day, the game regularly goes on sale for prices that could be as low as one or two dollars, depending on the region.
114* NightmareFuel: Has [[NightmareFuel/Left4Dead its own page]].
115* NightmareRetardant: You can honk the noses of Clown Infected. You even get an [[BraggingRightsReward achievement]] for doing it 10 times.
116* NintendoHard: Many Mutation gametypes.
117** Last Man On Earth removes all common infected... as well as the other three survivors. The only saving grace is that you'll revive automatically after being stunned to incapacitation by a Hunter, Smoker, Jockey, and Charger. Otherwise... you have to repeat the stage until you give up or succeed.
118** Hard Eight causes eight special infected to spawn at once.
119** Special Delivery eliminates common infected but [[HarderThanHard ensures a full set of]] '''''[[HarderThanHard TEN]]''''' [[HarderThanHard special infected at all times.]]
120** Lone Gunman surpasses Expert damage even on Easy (ANY damage at all is game over on Expert Lone Gunman), allowing only one survivor armed with only a magnum and grenades, and spawning Boomers constantly.
121** [=TAAAAAAAAAAAAAAAANNNK!!!=] plays it for fun, by removing AI-controlled special infected and having players only be survivors or Tanks. This can actually make the game much easier, as survivors can [[LeeroyJenkins just run like hell through the level]] without having to worry about being stunned by a Hunter, Smoker, Jockey, or Charger. A Co-op equivalent, Tank Run, was added in the Last Stand update, which removes common infected but makes every Special Infected spawn as a Tank. And they spawn on a timer, so multiple Tanks can be active at a time if you don't kill the previous one before the next shows up.
122* ParanoiaFuel: The "Last Man on Earth" Mutation. No teammates, no Commons, just you and the myriad Special Infected that may or may not be waiting around the next corner. At least [=NPCs=] will be around to help you.
123* RescuedFromTheScrappyHeap:
124** Rochelle in ''The Passing''. While she had her fans, she had many haters before the DLC was released, due to her supposedly nondescript personality. But after it came out, most people did a complete 180 and warmed up to Rochelle thanks to her new lines. ''The Last Stand'' update also helped by restoring unused dialogue, of which she had the lion's share. The Community Update Team lampshaded this in the pinned comment on [[https://www.youtube.com/watch?v=bjnhx8Ip2Y8 this trailer]], which describes the restoration of cut lines as "Rochelle has a personality now!"
125** Gameplay-wise, the mounted guns. Thanks to the [[DrawAggro Bile Jar]], it can be effectively use to kill large amount of zombies after being baited into the line of fire.
126* SchmuckBait: You might think it's a good idea to use a bile bomb on a Witch if you can't sneak around her, right? She'll be blind and be swarmed by zombies while you slowly watch her die? '''''Dead wrong'''''. She won't be blinded, and she will absolutely mow down everything in her way to whoever threw the bomb. You'll buy yourself a second at best.
127* ScrappyMechanic:
128** Friendly AI treats one of the players, if not the only player, as the leader (despite if somehow, Versus mode played with bots, the bots are shown to be capable of navigating all the way to the saferoom), and the game considers them "players" as well for safehouse and rescue requirements. It didn't help that, without modding, there is no way to get away from being pinned by Special Infected without friendly AI's help and as of the Last Stand, the tweaks for the AI (like making them group less) made the already infamously terrible survivor AI even worse.
129** The entire ''Healing Gnome'' gametype. You have no permanent health, there are absolutely NO health items, and the gnome slowly recovers health... of the survivor holding it. To make matters worse? Survivor bots will absolutely not pick up the gnome. Any survivor not controlled by a human player is no longer a ''survivor.''
130** The melee fatigue system. Shove zombies too many times in a row and your character will tire out and have to wait before they can shove again. Introduced in the first game for Versus in order to cut down on people who shoved zombies to death instead of shooting. It was then added to ''every'' game mode in the sequel, probably to encourage players to start using melee weapons, but it is still frustrating to be unable to shove due to fatigue and you simply lack a melee weapon to defend with.
131* ScrappyWeapon:
132** The Nightstick is easily the least popular melee weapon. While it has the fastest swing rate of any melee weapon, it suffers from an extremely narrow attack range and has iffy hit registration, making it difficult to land hits at the best of times and rendering it nigh-on useless against hordes. [[ArsonMurderAndJaywalking It also deals no dismemberment upon inflicting damage]]. The one advantage it has is being able to kill Tanks faster than most melee weapons (since melee weapons [[PercentDamageAttack take a fixed percentage of the Tank's health with each hit]], and the Nightstick is the fastest-swinging melee weapon), but [[InstantDeathRadius you're still trying to kill a Tank with a melee weapon]].
133** The crowbar is considered to be just as bad as the nightstick, if not even worse. Take the dodgy hit detection from the nightstick and combine it with the slow swing speed of the axe and you get a weapon that gets mostly ignored unless there's no other melee weapon available.
134** The Hunting Rifle is often chided as being a straight downgrade from the Sniper Rifle. To iterate: the Sniper Rifle has a magazine of 30 bullets and a capacity of 180 bullets while the Hunting Rifle has a mere 15 bullet magazine and 150 bullet capacity, and both take about the same time to reload. The only difference aside from that is the Hunting Rifle's moving accuracy, which is tighter than that of the Sniper Rifle. However, when using the scope, moving accuracy is [[DumpStat completely redundant]], and it's far more effective to shoot while stationary (except when fighting a Tank, in which it's often close enough - and large enough - to still render moving accuracy moot). Its inferiority seems to be intentional, as it even seems to have been demoted to a Tier 1 weapon, the AI Director spawning it together with weapons like the submachine guns and pump-shotguns rather than with the Tier 2 assault rifles and auto-shotguns like it did in the first game, but with how bots and the random weapons system treat Tier 2 weapons, this ends up becoming much more of a hindrance than a blessing, with bots eagerly picking up a weapon they'll hardly use.
135** The Steyr Scout and AWP, ported straight from ''Counter Strike: Source''. Bolt-action rifle in a game about relentless hordes rushing toward the players? No thanks, especially where damage per second[[note]]which, for both of these, is ''lower than a single pistol''[[/note]] matters more and both the Hunting Rifle and Military Sniper Rifle, which deal about the same damage per bullet as the bolt-actions, are semi-automatic. This is only more apparent with the 2020 update unlocking these weapons for all servers and users, which is [[BlessedWithSuck probably an addition people will likely learn to loathe]]. You're highly unlikely to see them being used outside of servers running script mods to boost their firepower.
136** The [=SG552=] is a more marginal example; it shares its damage and fire rate with the M16, the weakest of the regular assault rifles, and gets a slower rate of fire when using its scope in return for the greater precision it grants (which ends up being a moot point for the AI, who don't use scopes). It was worse in the pre-The Last Stand days, where its lengthy reload animation didn't match how fast it actually reloaded -- you'd be stuck unable to fire it for a full second after you watched your character put the new magazine in and rack the bolt.
137** Similarly the stats of the [=MP5=] don't really do it much favors compared to the Uzi and Silenced SMG, as it has a slower firing rate and a much longer reload time. It's meant to deal more damage on a per-bullet basis and has greater base accuracy than the Silenced SMG, but its slower firing rate and longer reload speed make it lag in overall damage dealt.
138** The Last Stand update {{nerf}}ed the knife to the point it went from being one of the best melee weapons in the game to almost worthless: it's much slower than you'd expect such a tiny weapon to be, and for some stupid reason [[https://www.youtube.com/watch?v=aFF_Ey7Hjqw its damage tracer arc droops down the further to the right it goes, making it the most inconsistent weapon to hit enemies with.]] An update in August 2023 reverted the hitbox issue and made it a great weapon again, in spite of keeping its reduced swing speed.
139** The pitchfork is just as bad due to lacking splash damage ''entirely''. The only attack is thrusting the weapon forward, which completely ignores any zombies that are only a bit left or right from the central strike spot. It can perform a sideways swing with decent range, but only on every third attack, and you could just as easily do that on ''every'' swing by just grabbing a Katana or Fire Axe instead.
140* SelfFanservice: Go look at how the Hunter, Witch, and Smoker look in the game. Pretty hideous looking mutated zombies, right? Now go look how they are drawn in a lot of fanart. Notice any differences?
141* SequelDifficultySpike: In comparison to its [[VideoGame/Left4Dead predecessor]], there are many more spawn points for hordes, camping is discouraged by Spitters and Chargers, the new special infected are even designed to punish survivors that bunch up, rolling crescendos are much more challenging than the regular ones, and Realism mode adds another level of challenge even to the Expert difficulty.
142** Several Mutation gametypes take this further, to the point of being NintendoHard.
143** The DLC campaign ''The Sacrifice'' tends to be harder than the others in spite of being shorter, featuring insidious crescendo events and more strict weapon distribution.
144** And in most every campaign that has been ported over from ''1'' to ''2'', there are alterations to increase difficulty. In some cases this is simply to adjust for the new gameplay elements, but they overdo it in some instances, most notably in the Terminal of Dead Air, where what was once a panic event was upgraded to a Rolling Crescendo (i.e. you get attacked by hordes endlessly until you reach the saferoom or die). However, the developers did not remove the normal crescendo event at the beginning of the level, resulting in this one having two crescendos, with one being one of the hardest in the game (you have to cover a lot of ground to reach the safe room, unlike in Dark Carnival).
145* {{Shipping}}:
146** After the base release averted this entirely, due to early beta-testing of the first game deeming it too distracting, "The Passing" changed things. [[ShipsThatPassInTheNight Ellis with Zoey was already the biggest het pairing before they ever even appeared together!]] Perhaps due to this, "The Passing" teased at this, with Ellis declaring his attraction to Zoey [[https://www.youtube.com/watch?v=Y4ezB59rLXE many many many times.]] [[https://www.youtube.com/watch?v=pkkYAJ0ULtg And Zoey showing a possible interest Ellis in her dialogue.]]
147** "The Passing" also gives us Francis and Rochelle, with Francis trying several times to hit on her and sometimes will even sob like a baby when she leaves. These conversations seem to have managed to have gotten Rochelle RescuedFromTheScrappyHeap to some.
148** Before we even knew anything about the characters at all, people were shipping Nick and Ellis together, solely because they were both hot guys and on one poster it looked plausible that they were grabbing each other's asses. Zoey/Ellis is second only to Nick/Ellis in the fandom.
149* ShipTease: The Passing had hints of [[ThemePairing Ellis/Zoey]] and [[AllGirlsWantBadBoys Francis/Rochelle]]. However, it could be argued that anything between Ellis and Zoey was one-sided since Zoey never explicitly showed romantic interest in Ellis other than concern for his well-being.
150** Then again, Zoey calls for his name the most out of the survivor's and has lines explicitly wanting ''him'' to be with them.
151* ShipToShipCombat: [[PortmanteauCoupleName Rochellis]] fans were none too happy when they saw Ellis falling in love with Zoey in [[{{Crossover}} The Passing]].
152** That is ''nothing'' compared to the [[HoYay Nick/Ellis fans]], though.
153* {{Squick}}:
154** One theory suggests that what the Smoker shoots at you isn't his tongue - it's his ''intestines.'' The sequel slightly confirms this. Snapping a Smoker's tongue in ''Left 4 Dead 2'' tends to spawn an extremely tangled up wad of 'tongue', and spawning in an improved Smoker in ''VideoGame/GarrysMod'' allows you to see that it does, inside its mouth, have a normal-sized tongue.
155** Another theory suggests the same thing for the Boomer where the belly button would be. Again, generally confirmed in the second game, with the growths being a bit more... distinct.
156** Even if the Spitter doesn't get "spit" all over you, its looks alone might just make you puke (although she was originally supposed to be [[http://images1.wikia.nocookie.net/__cb20090723035254/left4dead/images/3/3a/Spitter10.jpg even more disgusting]]).
157* SpecialEffectFailure:
158** When "The Passing" campaign was released, Zoey had used Nick's skeleton model, stretching her arms to unusually bizarre proportions, which was fixed later on.
159** Another patch broke Zoey's animations in the same level where instead of leaning or standing in place as she watches the other survivors escape, she stands next to Francis then suddenly ''slides across the balcony'', resetting her pose into her default "standing with my gun equipped" pose. Her gun(s) will also be floating in thin air where she should be standing before she slides over. It was fixed in the Last Stand Update, released late September 2020, roughly ''10 years, 5 months after the campaign is added to the game''.
160** The ''[=L4D2=]'' survivors also lost their "falling-down" animations when they get incapacitated, which means as soon as they're knocked down, they instantly collapse to the floor without any transition. Again, it was fixed in the Last Stand Update, meaning that the animation issue went unfixed for many years.
161*** In addition, they have their melee weapon models become invisible (when looking at another player) when they are not in use and suddenly materialize when they are pulled out, making it look like the survivors have {{Hammerspace}}. The reason is because the original models were never updated to have corresponding attachment bones.
162** There seems to be a bug with Francis & Louis using the [=M16A2=] in campaigns that feature the original Survivors: namely, in third person view, the magazine of their gun occasionally moves ''into'' the stock, almost always blocked from view by said stock and their arm.
163** The first person view models of the [=L4D1=] survivors is also broken due to the bone rigging not being done properly. Because the models weren't adjusted, the guns and items clip into the survivor's fingers/hands and their textures look low quality compared to the [=L4D2=] survivors, almost as if Valve simply ported over the old models wholesale and left it at that. The Last Stand Update fixed these issues.
164** In the ending cutscene of Dark Carnival, the rescue helicopter will often clip through a building. The Last Stand update fixed the issue so now the chopper flies away at a higher level to avoid the clipping.
165** When the [=L4D1=] survivors became playable, they had very little vocalizations for special items and reactions when being attacked by special infected. Later updates would have the survivors use generic vocalizations for spotting special items would also regain their vocalizations for being attacked by a Hunter and Smoker while recycling other reactions for being hit by Chargers, Jockeys, and Spitters.
166* StopHavingFunGuys: There's a good portion of the player base that looks down on anyone that doesn't play on Expert difficulty at least, and some even consider Expert too easy. The same players also tout that VS mode is the only good mode to play and how Campaign is boring while ignoring Survival and Scavenge mode.
167** More dedicated VS players will also play VS in a very specific way that can determine what special infected will spawn next and they will rarely stop to do a quick check in a side room for supplies when playing as the survivors. Naturally, these types of players frown upon anyone that dares to play VS differently.
168** The grenade launcher also invokes this trope at times, mainly from people who simply hate the weapon and think no one should use it just to avoid some friendly fire damage.
169* TaintedByThePreview: The game's reveal at E3 caused many fans to declare that the game was going to suck, based on the fact that the survivors didn't "look interesting" compared to the survivors in ''VideoGame/Left4Dead'', the levels taking place in the daytime, how stupid the new special infected look, and the fact that the survivors can use melee weapons. The game still sold extremely well at launch and it surpassed the sales of the first game, though the VocalMinority would tell you otherwise.
170* ThatOneAchievement:
171** "Still Something to Prove" requires you to beat all of ''[=L4D2=]'' 's original campaigns on Expert mode. Of course, now you can just play the Last Man on Earth mutation where your only concern is Jockeys, Hunters, Chargers and Smokers constricting you, but given how quickly the Infected pounce/charge/snag you on Expert mode, you still need inhumanly good reflexes to pull it off.
172** "Wing and a Prayer" requires you to survive the airliner crescendo in Swamp Fever ''without taking damage''. Said event is one of the lengthier hordes in the game, and the terrain makes it virtually impossible to avoid getting swarmed by zombies from all sides. Oh, and friendly fire ''does count'' as taking damage, even on Easy where it deals no actual damage, meaning that a [[MurphysBullet stray bullet from your teammates while Infected are swarming can void the achievement]] through no fault of your own. The one saving grace of the achievement is that it's tied to an individual player rather than the entire party, allowing you to cheese it by staying in the safe room until your teammates complete the event, but that's assuming they can get that far with only 3 people.
173** "Sob Story" requires you to reach the safe room of Hard Rain's Sugar Mill without killing any Witches. Too bad the Mill is ''absolutely infested'' with them, meaning that you'll have to watch your fire very, very carefully while hoping your teammates do the same. If your teammate is careless and disturbs one, then you'd better hope you and your remaining teammates can carry on by yourselves, because you'll have to let the Witch kill that person if you still want the achievement. And you ''need'' a team of players to do it, as the AI Survivors are utterly incapable of avoiding Witches and will typically walk right up to one no matter what you try.
174** "Guardin' Gnome" requires you to get Gnome Chompski from the second part of Dark Carnival and carry him all the way into the rescue chopper, across three-and-a-half stages of zombie-infested death. The person carrying the gnome can't use their weapons, essentially meaning that one survivor will be dead weight at any given time, making the level that much harder. Then there's the dreaded roller coaster and barn gauntlet, where it's very easy for Gnome Chompski to get lost in the confusion when the gnome carrier has to take out a weapon and defend themselves from the fifteen zombies ripping their face off.
175** “Beat the Rush” requires the player to earn a medal in a survival map using only melee weapons. The only problem is that you have to earn a new medal, so if the achievement is not earned early on, it is possible to get all the medals without getting this achievement, leaving it permanently locked or dooming you to have to fight for ten whole minutes. It was made less likely due to the additions of the first game's campaigns, but it is still possible. It doesn't help that the achievement is very buggy and will sometimes not unlock even if you do everything correctly.
176** "Strength In Numbers" requires you to play Team VS or Team Scavenge with a group of your friends and beat the other team who are random players that are friends with each other. The catch? There will always be one team who will all RageQuit and screw over the other team out of earning the achievement. On top of this, Team VS/Scavenge is hardly used at all since most people prefer public games where it is easier to set up and get a game going more quickly. With rage quitting and people not playing these game modes, the achievement is pretty much unobtainable without boosting.
177** "Good Guy Nick" requires you to play an entire campaign from start to finish with two new players who downloaded the game during a free-to-play weekend. Due to free weekends for the game being few and far between as well as the tendency for this game (along with other Valve games) to be on sale for extremely cheap making the vast majority of players buying the game instead of trying it for free, the opportunity to unlock this achievement is very rare to the point that only ''2.3%'' of the game's playerbase even has it. Some players resort to using third-party software or fresh accounts just to get this achievement out of the way as a result.
178** "Wedding Crasher" is a Versus achievement that requires you to play as a Charger, grab a survivor, and plow through 8 chairs at the wedding in ''The Passing''. The amount of luck required for this is astronomical, to say the least, as you need all of the following to happen: you spawn as a Charger at the wedding section (remember that what Infected you get is completely random), the enemy doesn't breeze past the wedding or shoot you dead on sight, most of the chairs remain untouched until you charge, and you need to land your charge ''and take your victim in the right direction, at a long enough distance to plow through the chairs''. It's hard to get this achievement even with a friend on the enemy team helping you because of the luck, precision, and small window of opportunity required.
179** "Pure Satisfaction" requires you to kill 20 Jockeys with either a Shovel or Pitchfork. Setting aside how AI Jockeys are annoyingly hard to hit with melee weapons before they pounce on you, you're stuck trying to get this with either a mediocre melee weapon (the Shovel has decent range, but a terrible swing rate and dodgy hit detection) or one of the worst weapons in the game (see ScrappyWeapon for how bad the Pitchfork is).
180* ThatOneLevel:
181** Dark Carnival:
182*** "The Coaster" is infamous for the crescendo event that has the survivors running through the titular Screaming Oak rollercoaster in order to shut off an alarm, especially for new players who don't have experienced players in the team to guide them. It is a long, winding zombie gauntlet with little room for screwing up and very high potential for a team-wipe from an unluckily-placed Charger. It doesn't help that falling off the tracks means having to backtrack through a huge mass of Infected, making Smokers and Jockeys especially lethal.
183*** The crescendo event of "The Barns". Notable because there isn't a large wave of zombies like other crescendo events; rather, it's an '''endless ocean''' of zombies that doesn't let up until you get into the safe house and close the door. Also interesting to note that this is the chapter right before the concert finale and is notably harder if you aren't prepared.[[note]]Since the AI Director caps the number of zombies in play, it is recommended to distract the zombies with a pipe bomb or Boomer bile, so stock up on those for this one.[[/note]] A Chainsaw (or any melee weapon, for that matter, though the chainsaw doesn't have an attack delay) is also helpful in this part since you can just mow through the horde.
184** "Swamp Fever" is disliked as a whole because there's a lot of water that makes you move slower, [[MarathonLevel the levels go on for far longer than any other official levels in the game]], the mud men's mud [[InterfaceScrew covers your screen]], and its overall level design is generally not as interesting as the other campaigns due to large amount of object and layout repetition in the swampy forest and shantytown areas. The finale has you fight two Tanks at once. Combined with the narrow terrain, staying out of the Tanks' reach is incredibly difficult, and this finale will usually result in at least one death even on successful attempts.
185** The first two-thirds of the Sugar Mill in "Hard Rain" are comprised of corridors, bends, and tight chokepoints, which are usually back-to-back, to the point you can round the corner and abruptly find a Special Infected eager to spill your blood. Uncommon Worker Infected spawn here and [[KungFuProofMook are immune to the Pipe Bombs and Bile Jars' effects]], and make hordes more annoying to fight off. However, this level has a nasty gimmick; up to ''fifteen wandering Witches spawn throughout the level.'' In spite of this variant being harder to spook, the tighter level design ensures wandering Witches are easier to accidentally [[MurphysBullet shoot]] and bump into. Unless somebody knows how to fight off the Witches, expect a poor soul to be incapacitated ([[FromBadToWorse or instantly killed in Realism or Expert]]) for every one that gets pissed. Then there is the campaign's only crescendo event, triggered by calling up a slow-moving elevator. The building where said event is set has little cover and is difficult to hold out in, and has two big ledges and a giant gap in the center, which Chargers and Tanks can toss you off of for an easy death. Finally, the sugar cane field section shortly before the saferoom has water that slows your movement, rows of sugar canes to obscure your sight, and a potential boss spawn area. Everyone should hope they're in the proper condition to fight a Tank there if that happens!
186** The bridge finale of The Parish is the first (and until Cold Stream was added, only, for those who didn't play custom campaigns) Gauntlet Finale you're likely to face, and it's a doozy. Unlike in regular finales, zombies come in an almost constant stream, and you have to fight through them all to proceed. There are lots of cars for Tanks to punch your way, and the lack of railings means death by Charger is ''very'' likely. And just when you think you're about to head quickly to rescue, you have to navigate a somewhat-confusing path of concrete barriers... and there's yet another Tank which spawns during this section. Hope you've got a medkit and adrenaline shot on standby.
187** The Sacrifice:
188*** The first map, "The Dock", throws out a wake-up call via its crescendo event at the halfway point. No Tanks and Witches spawn on their own here, and that's because a survivor must open up a train car holding ''one of the former'', who needs to be killed [[GateGuardian in order to progress through the level]][[note]]if you're playing the TAAAAAAAAAAAAAAAANNNK!!! or Tank Run mutations, both of which throw Tanks at the Survivors in droves, [[AntiFrustrationFeatures the other train car door will fortunately be unlocked and ready to open]][[/note]]. The arena the Tank is fought in doesn't give you much space to work with, and backtracking to get breathing room is impossible because it's set past a PointOfNoReturn. Combine this with the zombie mob and [[DemonicSpiders Special Infected]] that get in on the act, and you have a chaotic fight on your hands that'll likely have someone incapacitated or killed by the end of it.
189*** The final map, "Port Finale", tasks the survivors with powering up three generators in order to get a bridge down. For each generator that powers up, however, a Tank spawns, which is then followed up by a horde of zombies after he's killed, or sometimes it's vice versa. The catch is that the finale will fail if three survivors die, which tightens the margin for error. If your team survives all of that and make it to the bridge and power it up... the generator nearby jams, and [[HeroicSacrifice somebody needs to jump down and fix it]]. While it's normal for a Tank to spawn in the escape sequence, here, after said generator jams, the Director summons '''''{{four|IsDeath}}''''' Tanks on the road to the bridge a fair distance away. Since there will be a bunch of zombies and Special Infected out in droves, ''and'' the generator is behind a chain-link fence that requires going around, there will be plenty of opportunities for the sacrificee to get screwed over, including the Tanks in question getting between them and the generator.
190** Both "Death Toll" and "Dead Air"'s fourth chapters in ''Left 4 Dead 2'', with the addition of gauntlet crescendos – infinite zombie hordes that only stop if you reach the safe room or die. For example, passing through the airport metal detectors in "Dead Air" is now mandatory, whereas in the first game they could be simply bypassed.
191** "Cold Stream"'s second level stages the gauntlet in a fast-moving current leading to an InevitableWaterfall. Anyone incapacitated there ''must'' be left behind, because stopping to help them will get you yanked over the waterfall. And then its final level is a gauntlet with the length of ''an entire average level'', and the most geographically complex one in the game. To top it off, a Tank is scripted to spawn in a narrow tunnel around halfway through. Have fun dealing with that while also being constantly attacked by mobs.
192* TheyChangedItNowItSucks:
193** The initial reaction of the community when ''Left 4 Dead 2'' was announced. Complaints ranging from levels being set in the daytime, characters not being moody or grim like the survivors in the first game, new weapons making the survivors survive too easily in VS mode, and others. And again once Valve started porting the ''[=L4D1=]'' campaigns to ''[=L4D2=]'', including small changes for the new gameplay style.
194** After a small patch in around 2016 was added in that removed mod support for non-local competitive Versus mod servers (or randomly crash those that had mods enabled often without warning), players got outraged at Valve ''hard''. Likewise, The Last Stand update disabled "Taunt" and "Laugh" in VS mode to cut down on player spamming them and it caused the fan base to revolt quite loudly.
195* VindicatedByHistory: The game's pre-release reaction was rocky to say the least, and when the infamous boycott campaign died down at launch, people were still divided on certain aspects. Nowadays? The game's considered one of the best sequels (if not shooters in general) of all time, and still enjoys a daily player-base of ten thousand players a day a decade after release thanks to a vibrant and active community. It helps that since around 2015, the game is on sale for very cheap (in some places, it's just as expensive as two cans of soda!) during sales events.
196* TheWoobie: Ellis. Just... [[https://www.youtube.com/watch?v=K_8hJsgZSNA poor Ellis.]] You can't help but feel somewhat bad for him in the trailer when he's at the mercy of almost every Special Infected that appears. Or his absolute horror when he finds out his idol Jimmy Gibbs has been turned to a zombie. Getting constantly picked on by Nick contributes to him being the Woobie. Though this doesn't stop him from picking back:
197--> '''Ellis:''' Nick, there's a turd on your shoulder.\
198'''Nick:''' I hate you, Ellis.

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