Left 4 Dead (English Wikipedia)

Analysis of information sources in references of the Wikipedia article "Left 4 Dead" in English language version.

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  • Newell, Gabe (November 21, 2008). "Gabe Newell Writes for Edge". Edge. Archived from the original on September 9, 2012. Retrieved November 22, 2008. The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.

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  • "Left 4 Dead 2 Interview". eurogamer.net. July 3, 2009. Archived from the original on July 5, 2009. Retrieved July 5, 2009. The AI director—I don't want to say it fell out of Half-Life 2, but it was definitely a jumping-off point of stuff we did in Half-Life 2, particularly Episode 2. There are a couple of key battles where the number of Combine, and where they come at you from, uses something like that. It's much cruder than what we accomplished with Left 4 Dead, but there was some of that there
  • Purchese, Robert (September 29, 2009). "L4D Crash Course released on Live". Eurogamer. Archived from the original on October 2, 2009. Retrieved October 2, 2009.
  • Gillen, Kieron (November 19, 2008). "Left 4 Dead Review". Eurogamer. Archived from the original on May 31, 2013. Retrieved December 2, 2008.

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  • Jongewaard, Dana (August 13, 2008). "Features - The Gamasutra 20: 2008's Breakthrough Developers". Gamasutra. Archived from the original on February 22, 2014. Retrieved February 25, 2012.
  • Caoili, Eric (December 11, 2008). "Valve Patch Nixes Left 4 Dead Cheats". Gamasutra. Archived from the original on February 7, 2009. Retrieved February 5, 2009.

game.co.uk

  • "Left 4 Dead Preview". Game.co.uk. October 15, 2008. Archived from the original on December 9, 2008. Retrieved November 26, 2008. As with the best horror flicks, the back-story is left deliberately ambiguous

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  • Ocampo, Jason (November 17, 2008). "Left 4 Dead Review". IGN. Archived from the original on February 12, 2009. Retrieved August 11, 2009. Left 4 Dead is a game that venerates zombie movies throughout the ages, from George A. Romero's Dawn of the Dead to Danny Boyle's 28 Days Later
  • "Left 4 Dead, Team Fortress 2, and Valve". ign.com. December 5, 2008. Archived from the original on December 10, 2008. Retrieved November 26, 2008. Yet it also features four distinct survivors who convey an incredible amount of emotion through their facial animations and the rich amount of voice acting. There's Bill, the grizzled old veteran; Francis, the tough biker; Louis, the everyday dude; and Zoey, the college girl. They're so memorable that you can hear their voices in your mind as clear as day

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  • "Interview: Valve's Doug Lombardi". Joystiq. July 3, 2009. Archived from the original on September 3, 2009. Retrieved July 14, 2009. The things that are happening, all the shit that is hitting the fan and turning everyone into mutant zombies, has gone much bigger than just Pennsylvania, which is where the original game was loosely set.

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  • Newell, Gabe (November 21, 2008). "Gabe Newell Writes for Edge". Edge. Archived from the original on September 9, 2012. Retrieved November 22, 2008. The events are trying to give them a sense of narrative. We look at sequences of events and try to take what their actions are to generate new sequences. If they've been particularly challenged by one kind of creature then we can use that information to make decisions about how we use that creature in subsequent encounters. This is what makes procedural narrative more of a story-telling device than, say, a simple difficulty mechanism.

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  • Amrich, Dan. "Left 4 Dead". Official Xbox Magazine. Archived from the original on March 29, 2012. Retrieved July 31, 2011.

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  • "Eight Hands-on: Left 4 Dead Impressions". Rock Paper Shotgun. November 4, 2008. Archived from the original on December 1, 2008. Retrieved November 23, 2008. Over breakfast yesterday – before playing – we were talking about different takes on the zombie game that we'd like to see. One which didn't come up is one which Left 4 Dead grasps completely – its inherent perverseness. Now, it's a constant internet thing to discuss what you'd do in a Zombie Invasion, the implication being that you're smarter than anyone else. Which is fine... but that's not how the genre works

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  • Eddy, Andy (November 17, 2008). "Left 4 Dead Review (Xbox 360)". TeamXbox. Archived from the original on March 23, 2009. Retrieved November 18, 2008. The motion-capture animation that makes up the varied zombie behavior is incredibly good, with the visuals peaking when a rushing gray-black mass of zombies are climbing up, over and through the terrain to get at you(...) On the other hand, it's irritating when you come into a room and see an enraged zombie clipping through from the other side of a wall or door

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  • "Left 4 Dead Review". Examiner.com. November 17, 2008. Archived from the original on June 4, 2009. Retrieved November 23, 2008. First and foremost, it's probably the most faithful video incarnation of the zombie genre that fans have ever been treated to. Yes, even better than Resident Evil 4

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  • Johnson, Erik (December 5, 2008). "Re: [hlds] hlds Digest, Vol 10, Issue 13". Valve. Archived from the original on January 12, 2009. Retrieved December 9, 2008. We're currently hosting about 5,000 game servers for Left 4 Dead on the PC. (archives are members only to view. Log in with wikipedia@tempinbox.com and password xetafoki)

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