Left 4 Dead 2 Online
If the Survivor dies at any point before the Finale, they will respawn in a Rescue Closet after some time and ask for anyone to get them out. Also, if all Survivors are dead or incapacitated, the campaign's current chapter will be restarted with all the weapons and items they had in the safe room when loading into the map. However, should the players die and leave the bots alive during the Co-op mode, the game acts as if all Survivors were dead, triggering the chapter restart.
Left 4 Dead 2 Online
In Split Screen, two players on the same console take control over two Survivors, and the screen is split vertically, although it can be changed to horizontal in the options menu. The two players can also play online while using split screen.
This game mode is normally exclusive to the Xbox 360 version of Left 4 Dead and Left 4 Dead 2, but may be accessed in the PC versions if you have a controller for the second player and modify some files or use mods. Here is a guide to how to play splitscreen on the PC. Plugging the Xbox controller in and out during the loading screen is NOT the only way to set the Xbox controller to player 2. During gameplay, you can also unplug and plug the Xbox controller back in within one second to set the controller to player 2. In fact, the second method proves to be more effective with several people. On Left 4 Dead and Left 4 Dead 2, only one of the two players playing splitscreen on one Xbox 360 console while online has to have an Xbox Live account with gold membership; the other player can sign in as a "Guest".
Versus is the basic competitive mode for the Left 4 Dead series: two separate teams of four players take turns playing as the Survivors and the Infected competing for the most points. In Left 4 Dead, points are only awarded to teams playing as the Survivors. Points are calculated by the amount of health left in each player and how far the team got. In Left 4 Dead 2, points are still only awarded to the Survivors but no longer use the amount of health left in each Survivor in the score. Instead, points are awarded solely on how far each Survivor got before they died and if they made it to the safe room alive. The points possible for each chapter is the same for both teams. Should both teams make it to the safe room without casualties and without the use of a defibrillator, then the Tie Breaker calculates how much damage each team did to the opposing team, awarding 25 points to the winner.
Realism can be played on any difficulty setting. This mode removes the Survivor auras usually shown around players through walls. Also, halos for items or weapons only appear if you are close enough to do their action (such as grabbing a weapon or pressing a switch). Realism mode also includes a damage penalty for body shots. Rescue closets are removed, making the defibrillator the only way to revive dead Survivors until you reach the safe house, where they will respawn for the next round. Witches kill instantly on any difficulty except Easy and no longer receive bonus damage from point-blank shotgun blasts, making cr0wning impossible. Speech bubbles over the Survivors are disabled when speaking via the microphone, although the speech bubble still appears above the character's icon. Overall, this gameplay mode was created to take the teamwork factor that made the Left 4 Dead series famous to the next level. Realism can also be played by creating your own lobby.
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.
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.
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.
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.
The Xbox 360 version of the game was noted at launch for having serious issues with lag and slowdown in online game modes, the majority coming from using the game's dedicated servers. According to Valve, these problems were due to an unexpectedly huge number of players online on Xbox LIVE. It was shortly fixed after release by a server infrastructure change and adding new dedicated servers.
Willie Jefferson of the Houston Chronicle, after seeing initial promotional material for the game, considered that several of the infected "appear to be African-Americans" implying a racist approach to the game, and also noted that "setting the game in a city that was a scene of dead, bloated bodies floating by" some years after the impact of Hurricane Katrina was "a bad call". Faliszek, commenting on Jefferson's claims, considered the supposition to be "utter insanity", and commented that the infected are a mix of all races, and that the game's version of New Orleans is "not a brick-for-brick representation" of the city and were not trying to make any statement about it with the game. A writer for Kotaku considered that Jefferson "seems to me to be picking a fight where none exists." Others noted that the appearance of African-American infected simply reflected the racial diversity of New Orleans.
Left 4 Dead 2 was refused classification in Australia by the Office of Film and Literature Classification (OFLC). It failed to gain an MA15+ rating, the highest possible rating for video games in Australia at the time of release. This prevented the sale of the original game within the country. In its report, the OFLC cited the reason for refusing classification as "realistic, frenetic and unrelenting violence". However, a small number of members of the OFLC board believed the game could merit the MA15+ rating which was used to publish the first Left 4 Dead. It was expected that changes could be made to the game to allow the game to be classified as MA15+ and thus sold in Australia. Both Lombardi and Newell were "surprised" by the classification refusal. Valve appealed the OFLC's decision about a week after being notified of the ruling, comparing the sequel to its predecessor, which had been classified as MA15+, and the mature ratings the sequel had received from similar rating organizations around the world. However, as the appeal process, expected to end on October 22, was close to the planned release date, Valve submitted a modified version of the game for classification addressing the concerns the OFLC has stated. This version, which no longer contained images of "decapitation, dismemberment, wound detail or piles of dead bodies", was classified as MA15+ by the OFLC, thus allowing for the game's release in Australia, though Valve and Electronic Arts still hoped to have their preferred, unmodified version classified by the OFLC for release. The appeal of the decision to deny classification to the unedited version of the game was conducted by the independent Classification Review Board, and resulted in the previous ruling to deny classification being sustained. The Classification Review Board cited "insufficient delineation between the depiction of zombie characters and the human figures" as one of the key factors in its classification refusal. 041b061a72