Observing Left 4 Dead Relationships

Notice: Don’t forget to check out our latest update to this post, “Dissecting the Casts of Valve’s Left 4 Dead Series

This post is a quick sneak peek into our forthcoming article that focuses on the evolution of the casts of Valve’s Left 4 Dead series. An interesting feature of the original campaign posters is their equal-weight character distribution: The placement of the characters rotates evenly, with very little utilization of character-specific poses and personality-emphasising traits. In the five LD41 posters (the new Crash Course included), Zoey and Francis both cover all four placement slots, with Bill and Louis found in three out of four. Illustration below:

Left 4 Dead 2 Posters 2x2+1

This seems to be about to change in Left 4 Dead 2: In the two campaign posters revealed so far – Swamp Fever and The Parish – there are marked differences compared to the previous game.

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Left 4 Dead Crash Course DLC

As most of you know by now, Valve announced the Left 4 Dead Crash Course DLC on the Steam news blog. I apologize for being this late, but we decided against posting the announcement due to the ghastly, nasty genericalness of the PR available:

[Crash Course] delivers new single-player, multiplayer and co-operative gameplay to both platforms. … While containing both Survival maps and a Co-operative Campaign, the primary goal of “Crash” is to deliver a complete Versus mode experience in just 30 minutes…

Left 4 Dead Crash Course Poster
Left 4 Dead Crash Course Poster

All this changed earlier today, though, when we had Destructoid jump to the aid in the form of an exclusive preview of the new levels. There are good news and bad news.

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TF2 SDK Update for Machinimaists

The recent announcement of further SDK materials being prepared for Team Fortress 2 strongly reminded me of something when Valve’s Mike Booth explained, in the post, that Valve’s primary motivation for the SDK update was to “…make it much easier for … machinima makers to have more control over how characters animate in their movies.”

What was it, exactly, that the announcement reminded me so strongly of? Lit Fuse Films’ Ignis Solus, one of the earliest (if not the very first) Team Fortress 2 –based machinimas. Ignis Solus succesfully demonstrated back in 2007 the extent of what a capable group can convey and put cinematographically on display in the absence of actual tools. The short film sports an evocative original soundtrack, and primarily engages the viewer through the clever use of the Team Fortress 2 emotes. Some small credit for the overall success of the project must thus be awarded, primarily to Valve’s clever design for the pyro class, and secondarily to its imaginative voice acting.

All in all, Lit Fuse manage to establish a vivid canvas of emotion with no access to low-level source materials, perhaps at once revealing how and why machinima works, technical aspects aside, by taking a well-known context, and then engaging viewers with the unexpected and the unfamiliar.

While there is, one would surmise, relatively little incentive for Valve to keep on releasing more SDK materials to the public, especially now that a major portion of the TF2 source has already been available for quite some time, it’s still nothing short of spectacular that the team continues to serve general interests beyond those of players, no matter how trivial the contribution may be in the grander scale of things.

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Interview with Yama Designer Mark Edwards

Source level designer Mark Edwards is currently making a bit of a splash in the Left 4 Dead customization community with his promising work-in-progress custom campaign, Yama, refreshingly set in the country of Japan. Though L4Mods currently rules Yama content with an iron fist, Edwards nevertheless graciously took the time to answer our questions.

Edwards, fresh off releasing a custom survival map, Dead Meat (his portfolio additionally includes a contest-winning level for the Steamworked Zombie Panic: Source) is no stranger to gaming horror, and while we explicitly wanted to hear his feelings on the more technical intricacies and design-related dilemmas present in developing Left 4 Dead content, Edwards also touches on broader conceptual decisions, issues and themes that are present in the horror genre, relating his vision to titles such as Silent Hill and Siren: Blood Curse.

We would like to thank Edwards for answering our questions, and for those with a keen eye, there are Yama and Dead Meat screenshots sprinkled amidst the answers after the jump! Dead Meat can be acquired from http://www.scorchingcraniums.com/portfolio/abattoir.html.

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Valve Teases the Spitter in Left 4 Dead 1

A while ago, Valve were (more or less) gently accused of nicking the Left 4 Dead 2 “Spitter” infected directly from their own forums. Various affiliations, for and against, were causing people to shoot straight from the hip, emotions ran high and great drama was stirring in the air.

But could it be that this concept had already made the records before the aforementioned PR debacle, and better still, is visibly foreshadowed in Left 4 Dead 1?

We all saw this during our various No Mercy playthroughs, either in survival mode or during campaigns, not paying much attention to an x-ray image of a gross, hyperextended neck on a Mercy Hospital corridor wall… wait, what, a hyperextended neck?

What do you think?

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