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| title = Left 4 Dead
| image = Left4Dead Windows cover.jpg
| developer = [[Valve South]]<ref>{{cite web |url=http://www.gamasutra.com/view/feature/3760/the_gamasutra_20_2008s_.php?page=20 |title=Features - The Gamasutra 20: 2008's Breakthrough Developers |website=Gamasutra |date=August 13, 2008 |access-date=February 25, 2012 |first=Dana |last=Jongewaard |archive-date=February 22, 2014 |archive-url=https://web.archive.org/web/20140222205009/http://www.gamasutra.com/view/feature/3760/the_gamasutra_20_2008s_.php?page=20 |url-status=live }}</ref>{{efn|[[Certain Affinity]] assisted [[
| publisher = [[Valve Corporation|Valve]]
| series = ''[[Left 4 Dead (series)|Left 4 Dead]]''
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| genre = [[First-person shooter]]
| modes = [[Single-player]], [[multiplayer]]
| designer = [[Mike Booth]]
| writer = [[Chet Faliszek]]
| composer = [[Mike Morasky]]
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''Left 4 Dead'' uses Valve's proprietary [[Source (game engine)|Source engine]], with four game modes: a single-player mode in which allied characters are controlled by [[game artificial intelligence|AI]], a four-player co-op campaign mode, an eight-player online versus mode, and a four-player [[survival mode]]. In all modes, an artificial intelligence dubbed the "[[#AI Director|Director]]" controls level pacing and item placements in an attempt to create a dynamic experience and increase [[replay value]].
''Left 4 Dead'' was well
==Plot==
[[File:Left 4 Dead Revised Cast.jpg|right|thumb|The survivors Francis, Bill, Zoey, and Louis (left to right) on the poster for the "No Mercy" campaign]]
An outbreak of a highly contagious pathogen nicknamed the "Green Flu" (which causes extreme aggression, mutation to the body cells, loss of higher brain functions, and essential [[Zombie|zombification]] of those who catch it) begins in [[Pennsylvania]].<ref>{{cite web |url=http://www.joystiq.com/2009/07/03/interview-valves-doug-lombardi/ |title=Interview: Valve's Doug Lombardi |date=July 3, 2009 |publisher=Joystiq |access-date=July 14, 2009 |quote=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. |archive-date=September 3, 2009 |archive-url=https://web.archive.org/web/20090903200032/http://www.joystiq.com/2009/07/03/interview-valves-doug-lombardi/ |url-status=live }}</ref> Memorial walls—giving names and obituaries to those who have died in the infection—suggest that the game takes place in October 2009.<ref>{{cite web|date=November 22, 2008|title=Valve Has Balls, Play With Them|url=http://left4dead411.com/news/2008/11/valve-has-balls/|access-date=May 11, 2009|publisher=Left 4 Dead 411|archive-url=https://web.archive.org/web/20090525210022/http://left4dead411.com/news/2008/11/valve-has-balls/|archive-date=May 25, 2009|url-status=dead}}</ref> Two weeks after the first infection, four immune survivors—[[Special Forces (United States Army)|Green Beret]] and [[Vietnam War|Vietnam]] veteran William "Bill" Overbeck (voiced by [[Jim French (radio)|Jim French]]), college student Zoey (voiced by [[Jen Taylor]]), district account manager Louis (voiced by Earl Alexander), and [[Outlaw motorcycle club|outlaw biker]] Francis (voiced by Vince Valenzuela)—make their way out of the city of Fairfield, only to discover that the infection is creating [[#Infected characters|dangerous mutations]] in some of its hosts.
After narrowly avoiding the new types of infected, the survivors are alerted by a passing [[helicopter]] to an evacuation point at the roof of Mercy Hospital. Fighting their way through the city's streets, subway, and sewers, they are rescued from the hospital's roof by the pilot (voiced by Dennis Bateman), only to discover that he is infected. Zoey is forced to kill him, causing the helicopter to crash in an industrial district outside the city. Finding an armored delivery truck, the group uses it to reach the small town of Riverside. After encountering a paranoid and delirious man (voiced by Nathan Vetterlein) in the local church, they discover that the town is overrun and head to a boathouse for rescue. Contacting a small fishing vessel (owner voiced by [[John Patrick Lowrie]]), they are kicked out of the boat at the city of Newburg across the river, finding much of it in flames. Resting in a greenhouse, the survivors are interrupted by a military [[C-130 Hercules]] passing overhead, leading them to believe that it will land at the city's airport. The [[United States Armed Forces|U.S. military]] had bombed the airport in an attempt to contain the infection, though the runway is partially intact, allowing the survivors to fuel up and escape in the waiting C-130 (pilot voiced by Gary Schwartz).
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Like the helicopter before it, this plane also crashes, and the survivors find themselves at the outskirts of the [[Allegheny National Forest]]. Following a series of train tracks, the group finally reaches a functioning but abandoned military evacuation point. After answering a radio transmission (soldier voiced by David Scully), they make their final stand against hordes of infected before a military [[Armored personnel carrier|APC]] arrives to supposedly transport them to Northeast Safe Zone Echo, one of the few remaining safe areas. Instead, they are detained in a military installation,<ref>As seen in ''[[Left 4 Dead: The Sacrifice]]''.</ref> where they learn that they are not immune and are actually [[asymptomatic carrier]]s who have infected most of their rescuers. Meanwhile, the base is overthrown by a mutiny, attracting hordes of infected. The survivors escape via train and travel south at the insistence of Bill, who believes they can find long-term safety on the islands of the [[Florida Keys]].
At the portside town of Rayford in [[Georgia (U.S. state)|Georgia]], they find a sailboat but must first raise a [[Vertical-lift bridge|lift bridge]] powered by an aging generator alongside
==Gameplay==
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===Infected===
The infected (voiced by [[experimental music]]ian [[Mike Patton]] [commons, Smoker, and Hunter] and voice actor [[Fred Tatasciore]] [Boomer and Tank])<ref>{{cite web |url=https://www.imdb.com/title/tt1323932/ |title=Left 4 Dead (2008) (VG) |publisher=[[IMDb]] |access-date=May 14, 2009 |archive-date=January 23, 2009 |archive-url=https://web.archive.org/web/20090123063722/http://www.imdb.com/title/tt1323932/ |url-status=live }}</ref> are the enemies of ''Left 4 Dead'', and comparisons have been made with 'zombies' from certain modern films, such as ''[[Dawn of the Dead (2004 film)|Dawn of the Dead]]'', ''[[28 Days Later]]'', and ''[[Quarantine (2008 film)|Quarantine]]''.<ref>{{cite web |first=Jason |last=Ocampo |title=Left 4 Dead Review |url=http://uk.pc.ign.com/articles/930/930763p1.html |publisher=IGN |date=November 17, 2008 |access-date=August 11, 2009 |quote=''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'' |archive-date=February 12, 2009 |archive-url=https://web.archive.org/web/20090212005059/http://uk.pc.ign.com/articles/930/930763p1.html |url-status=live }}</ref><ref name="cavg">{{cite web |first=Jim |last=Rossignol |title=Preview: Left 4 Dead |url=http://www.computerandvideogames.com/article.php?id=151399 |publisher=[[PC Gamer]] |date=December 12, 2006 |access-date=January 20, 2009 |archive-date=December 2, 2014 |archive-url=https://web.archive.org/web/20141202130244/http://www.computerandvideogames.com/151399/previews/left-4-dead/ |url-status=live }}</ref> An important distinction from the former is that the infected are, as cited in the game's manual, living humans infected with a [[rabies]]-like [[pathogen]]; more similar to the latter two films, rather than [[undead]] [[zombies]]. While they are never seen eating humans, bite wounds and mutilation are often mentioned. In an interview with 1Up.com, designer [[Mike Booth]] commented on the concept of using a pathogen as an inspiration for the setting:{{cquote|Even though we obviously pushed well beyond the realm of believability with many of our "boss" infected, the core idea of a mind-destroying, civilization-collapsing pathogen is more horrifying to me than magically animated corpses, precisely because it is plausible. Rabies is a good example of a pathogen that can turn a loyal, friendly, protective family pet into a slavering attack machine. It is a virus that reprograms the behaviors of a complex animal – a mammal, in fact. What if something similar happened to humans? ''Left 4 Dead'' is one possible answer.<ref name="1up.com"/>
}}
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===Game modes===
''Left 4 Dead'' contains four game modes: Campaign, Versus, Survival, and Single-Player
In Versus, there are two teams of four players each. They play each chapter as both Survivors and Infected, swapping sides after each round.<ref name="L4Dreview-Gamespot" /> The infected team are given vertical pathways, such as pipes and vines, which can be climbed and used for ambushes. Dead survivors do not respawn. If at least one player reaches the safehouse, the survivor team earns 100 points, as well as bonuses based on their health, and the health items still in their inventory. These points are multiplied by the chapter's difficulty level, and the number of survivors who lived. If all survivors are killed, the survivor team only earns points from their progress through the chapter and the difficulty multiplier.<ref>{{cite web |url=http://left4dead411.com/left-4-dead-versus-preview-1 |title=Left 4 Dead Versus Preview |date=November 17, 2008 |publisher=Left 4 Dead 411 |access-date=May 1, 2009 |archive-date=September 3, 2020 |archive-url=https://web.archive.org/web/20200903030604/http://left4dead411.com/left-4-dead-versus-preview-1 |url-status=live }}</ref> The victor is decided by which team scores the highest during the campaign.
==Development==
===Pre-production===
Development on ''Left 4 Dead'' started in mid-2005.<ref name="play.tm_gabe_interview">{{cite web |last=Guttridge |first=Luke |title=Valve Software's Doug Lombardi interview |url=http://play.tm/interview/17853/valve-software-s-doug-lombardi/ |publisher=Play.tm |date=May 1, 2008 |access-date=August 20, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20120504134551/http://www.play.tm/interview/17853/valve-software-s-doug-lombardi/ |archive-date=May 4, 2012 }}</ref> [[Turtle Rock Studios]] aimed to create a horror film-inspired game that merges single player games' character-driven narrative structure with multiplayer games' social interaction and high [[replay value|replayability]].<ref name="making_of_e3_video" /> The game was first revealed in the Christmas 2006 publication of ''[[PC Gamer UK]]'' with a six-page article describing a playthrough at Turtle Rock Studios headquarters. A [[teaser trailer|teaser]] was released with ''[[The Orange Box]]''. The game was first playable at the Showdown 2007 LAN in [[San Jose, California|San Jose]] and at [[QuakeCon 2007]]. Turtle Rock Studios announced ''Left 4 Dead'' on November 20, 2006,<ref>{{cite web |title=Turtle Rock and Valve Announce Left 4 Dead |url=http://www.shacknews.com/docs/press/112006_left4dead.x |publisher=[[Shacknews]] |date=November 20, 2006 |access-date=October 25, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20071006200800/http://www.shacknews.com/docs/press/112006_left4dead.x |archive-date=October 6, 2007 }}</ref> and was acquired by [[Valve Corporation|Valve]] on January 10, 2008, because of the game and long-standing relationship between the companies.<ref name="Valve 2008-01-10">{{cite web |title=Valve Acquires Turtle Rock Studios |url=http://store.steampowered.com/news/1401/ |work=[[Steam (service)|Steam]] |publisher=[[Valve Corporation|Valve]] |date=January 10, 2008 |access-date=January 10, 2008 |archive-date=January 18, 2012 |archive-url=https://web.archive.org/web/20120118005804/http://store.steampowered.com/news/1401/ |url-status=live }}</ref> The game opened up to pre-purchasing on Valve's [[Steam (service)|Steam system]] on October 15, 2008.<ref>{{cite web |title=Left 4 Dead Pre-Purchase Infection on Now |url=http://store.steampowered.com/news/1897/ |publisher=[[Valve Corporation|Valve]] |date=October 15, 2008 |access-date=October 25, 2008 |archive-date=October 10, 2012 |archive-url=https://web.archive.org/web/20121010053449/http://store.steampowered.com/news/1897/ |url-status=live }}</ref>▼
The concept of ''Left 4 Dead'' had its origins in a [[mod (video game)|modification]] created by [[Turtle Rock Studios]] for ''[[Counter-Strike: Condition Zero]]'', which they were co-developing with [[Valve Corporation|Valve]]. This mod, named "Terror Strike", saw four players assigned as the terrorists with the goal to plant a bomb and then defend it from unending waves of counter-terrorists. Turtle Rock also were co-developers of ''[[Counter-Strike: Source]]'', in which they refined the mod, refining the assets to make it more horror themed and having the players fight off zombies. Turtle Rock had attempted to get Valve to publish "Terror Strike" as its own game, but did not gain any traction until Valve writer [[Chet Faliszek]] discovered the project and championed it to Valve's CEO, [[Gabe Newell]].<ref name="kotaku terror strike">{{cite web | url = https://kotaku.com/pc-gaming-steam-valve-counter-strike-left-4-dead-l4d-1849966662 | title = A Fully Playable Left 4 Dead Prototype Has Been Discovered 15 Years Later | first = Sisi | last = Jiang | date = January 9, 2023 | accessdate = November 24, 2023 | work = [[Kotaku]] }}</ref> Both versions of "Terror Strike" for ''Condition Zero'' and ''Source'' eventually were released to the Internet in 2023.<ref>{{cite web | url = https://www.pcgamer.com/valve-accidentally-leaks-the-earliest-left4dead-prototype-and-it-was-a-counter-strike-mod-all-along/ | title = Valve 'accidentally' leaks the earliest Left4Dead prototype, and it was a Counter-Strike mod all along | first = Rick | last = Lane | date = November 24, 2023 | accessdate = November 24, 2023 | work = [[PC Gamer]] }}</ref>
With Valve's approval, development on ''Left 4 Dead'' started in mid-2005,<ref name="play.tm_gabe_interview">{{cite web |last=Guttridge |first=Luke |title=Valve Software's Doug Lombardi interview |url=http://play.tm/interview/17853/valve-software-s-doug-lombardi/ |publisher=Play.tm |date=May 1, 2008 |access-date=August 20, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20120504134551/http://www.play.tm/interview/17853/valve-software-s-doug-lombardi/ |archive-date=May 4, 2012 }}</ref> and grew significantly larger after Faliszek became lead of the project from Valve's side, bringing in over 100 Valve employees to help expand production.<ref name="kotaku terror strike"/> Turtle Rock aimed to create a horror film-inspired game that merges single player games' character-driven narrative structure with multiplayer games' social interaction and high [[replay value|replayability]].<ref name="making_of_e3_video" />
To give ''Left 4 Dead'' significant exposure, Valve financed a $10-million marketing campaign for the game in the United States and Europe, with advertisements appearing on television, print, websites and outdoor placements in many cities. Valve also hosted photo contests called, "Dude, where's my thumb?" offering copies of ''Left 4 Dead'' to people who submitted the best picture involving zombies or the outdoor advertising.<ref>{{cite web |title=Left 4 Dead Available at Retail Worldwide |url=http://store.steampowered.com/news/2052/ |publisher=[[Valve Corporation|Valve]] |date=November 21, 2008 |access-date=November 25, 2008 |archive-date=October 10, 2012 |archive-url=https://web.archive.org/web/20121010053456/http://store.steampowered.com/news/2052/ |url-status=live }}</ref>
===
''Left 4 Dead'' uses the 2008 version of Valve's [[Source engine]], with improvements such as [[multi-core processor]] support and [[physics engine|physics-based animation]] to more realistically portray hair and clothing, and to improve physics interaction with enemies when shot or shoved in different body parts.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation|Valve]] |date=2008 |platform=PC |level=No Mercy: The Hospital (developer commentary) |quote='''Miles Estes''': Since killing zombies is such a big part of this game, we invested a lot of time into making their death animations more dramatic than simple ragdolls. We had a professional stuntman on the motion capture stage perform about a hundred different dying animations from different kinds of weapons and hit from different directions, like from the front or behind. We then combined these mo-cap animations with the physics-driven ragdolls.}}</ref> Animation was also improved to allow characters to lean realistically when moving in curved paths. Rendering and artificial intelligence were scaled up to allow for a greater number of enemies who can navigate the world in better ways, such as climbing, jumping, or breaking obstacles.<ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation|Valve]] |date=2008 |platform=PC |level=No Mercy: The Apartments (developer commentary) |quote='''Phil Robb''': We treat the infected horde as a major character in ''Left 4 Dead'', and spend a lot of effort in making their movements believable. This includes hundreds of motion-captured animations that are algorithmically blended with the physics system to create characters that realistically interact with their environment and each other. ... When they see a survivor, they become enraged, taking off at a full sprint, leaning into their turns, jumping and climbing over everything in their way, trying to get to their victim. We wanted to express this rage in their faces as well, so we found efficient ways for each member of the horde to make intense facial expressions.}}</ref><ref>{{cite video game |title=Left 4 Dead |developer=[[Valve Corporation|Valve]] |date=2008 |platform=PC |level=No Mercy: The Subway (developer commentary) |quote='''Matt Campbell''': Although it sounds ridiculous to talk about advanced zombie AI, we spent a great deal of time on the AI systems for the common horde. First and foremost is their ability to navigate. The environments in ''Left 4 Dead'' are geometrically complex, and littered with breakable and movable objects such as doors or cars. One of the design goals for the zombie horde was that there can never be a place where a survivor can stand that a zombie cannot navigate to. To make this happen required not only robust path-finding code, but also path-following algorithms as well. These path followers have to continuously evaluate the local geometry around them, and decide whether to crouch, stand, jump, climb over, and otherwise navigate nearly arbitrary environmental obstacles.}}</ref> Lighting was enhanced with new [[self-shadowing]] [[normal mapping]] and advanced shadow rendering that is important to convey information about the environment and player actions.<ref name="making_of_e3_video" /><ref name="firingsquad_valve_interview">{{cite web |last=Callaham |first=John |title=Left 4 Dead Interview |url=http://www.firingsquad.com/games/left_4_dead_interview/default.asp |publisher=FiringSquad |date=March 22, 2007 |access-date=September 1, 2008 |archive-date=January 18, 2016 |archive-url=https://web.archive.org/web/20160118103353/http://www.firingsquad.com/games/left_4_dead_interview/default.asp |url-status=live }}</ref> Wet surfaces and fog are used to create mood.<ref name="gamesfest2008-presentation">{{cite web |author=Valve |title=How Valve Connects Art Direction to Gameplay |url=http://www.valvesoftware.com/publications/2008/GameFest08_ArtInSource.pdf |date=July 2008 |access-date=August 2, 2008 |author-link=Valve |archive-url=https://web.archive.org/web/20091229014448/http://www.valvesoftware.com/publications/2008/GameFest08_ArtInSource.pdf |archive-date=December 29, 2009 |url-status=dead }}</ref><ref>{{cite web |url=http://www.gamesetwatch.com/2008/07/indepth_how_valve_makes_art_to.php |title=In-Depth: How Valve Makes Art To Enhance Gameplay |last=Carless |first=Simon |date=July 31, 2008 |publisher=GameSetWatch |access-date=October 26, 2008 |archive-date=November 20, 2008 |archive-url=https://web.archive.org/web/20081120204628/http://www.gamesetwatch.com/2008/07/indepth_how_valve_makes_art_to.php |url-status=dead }}</ref> Many kinds of [[Video post-processing|post processing]] cinematic visual effects inspired by horror movies have been added to the game. There is dynamic [[color correction]] that accentuates details based on importance, [[contrast (vision)|contrast]] and [[Unsharp masking|sharpening]] to focus attention on critical areas, [[film grain]] to expose details or imply details in dark areas and [[vignetting]] to evoke tension and a horror-film look.<ref name="making_of_e3_video" />
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===Promotion===
▲
To promote the game and provide basic training to players before starting the game, Valve chose to develop a [[Cutscene#Animated cutscenes|pre-rendered]] intro movie. This movie was released on Halloween<ref>{{cite web |url=http://store.steampowered.com/app/5141/ |title=Left 4 Dead Intro |publisher=[[Valve Corporation|Valve]] |date=October 31, 2008 |access-date=November 8, 2008 |archive-date=March 23, 2010 |archive-url=https://web.archive.org/web/20100323224245/http://store.steampowered.com/app/5141 |url-status=dead }}</ref> and shows events prior to the beginning of the "No Mercy" campaign.<ref name="intromovieblog">{{cite web
|title = The Moviemaking Process: Left 4 Dead's Intro Movie
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==Reception==
{{Video game reviews
| MC = 89/100<ref name="MCPC">{{cite web |url=https://www.metacritic.com/game
| 1UP = A−<ref name="1UP">{{cite web|url=http://www.1up.com/reviews/left-4-dead|archive-url=https://web.archive.org/web/20160614174538/http://www.1up.com/reviews/left-4-dead|title=Left 4 Dead for 360 from 1UP.com|work=[[1Up.com]]|first=Thierry|last=Nguyen|date=November 21, 2011|archive-date=June 14, 2016|access-date=October 12, 2020|url-status=dead}}</ref>
| Edge = 9/10<ref>{{cite magazine|title=Left 4 Dead (Xbox 360)|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|date=December 2008|page=82|issue=196}}</ref>
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===Critical reception===
''Left 4 Dead'' received highly positive reviews from critics. At [[Metacritic]], the game received an aggregated score of 89 out of 100 for both Xbox 360 and PC.<ref name="MCX360" /><ref name="MCPC" /> ''[[IGN]]'' stated, "It's almost pitch perfect in how it captures the tension and the action of a Hollywood zombie movie", and went on to describe it as, "quite possibly the perfect co-op shooter."<ref name="L4Dreview-IGN">{{cite web |url=http://pc.ign.com/articles/930/930763p1.html |archive-url=https://web.archive.org/web/20081202060737/http://pc.ign.com/articles/930/930763p1.html |url-status=dead |archive-date=December 2, 2008 |title=Left 4 Dead Review |last=Ocampo |first=Jason |publisher=IGN |access-date=November 18, 2008}}</ref> [[Giant Bomb]] commented that the Source engine was beginning to show its age, but praised the game's use of lighting and filmic effects that gives the game world, "a desolate, washed-out feeling", as well as the realistic and emotive faces and the engrossing art direction.<ref name="L4Dreview-Giant Bomb">{{cite web |url=http://www.giantbomb.com/left-4-dead/61-20690/reviews/ |title=Left 4 Dead Review |last=Davis |first=Ryan |date=November 18, 2008 |publisher=[[Giant Bomb]] |access-date=December 19, 2008 |archive-date=December 16, 2008 |archive-url=https://web.archive.org/web/20081216013910/http://www.giantbomb.com/left-4-dead/61-20690/reviews/ |url-status=live }}</ref> [[Eurogamer]] concluded that ''Left 4 Dead'' "is another deeply professional, personality-filled and progressive take on the shooter from Valve."<ref name="L4Dreview-Eurogamer">{{cite web |url=http://www.eurogamer.net/articles/left-4-dead-review |title=Left 4 Dead Review |last=Gillen |first=Kieron |date=November 19, 2008 |publisher=[[Eurogamer]] |access-date=December 2, 2008 |archive-date=May 31, 2013 |archive-url=https://web.archive.org/web/20130531034422/http://www.eurogamer.net/articles/left-4-dead-review |url-status=live }}</ref> IGN, [[GameSpot]], and [[1Up.com]] praised the game's replayability, but
===Sales===
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===Awards===
''Left 4 Dead'' received recognition as one of the best multiplayer and PC games of 2008 from various organizations and gaming publications. The game was named the Best Multiplayer Game of 2008 by [[IGN]],<ref>{{cite web |url=http://bestof.ign.com/2008/pc/18.html |archive-url=https://web.archive.org/web/20081220074038/http://bestof.ign.com/2008/pc/18.html |url-status=dead |archive-date=December 20, 2008 |title=IGN PC: Best Multiplayer Game 2008 |publisher=IGN |access-date=December 20, 2008}}</ref><ref>{{cite web |url=http://bestof.ign.com/2008/xbox360/18.html |archive-url=https://web.archive.org/web/20081223043456/http://bestof.ign.com/2008/xbox360/18.html |url-status=dead |archive-date=December 23, 2008 |title=IGN 360: Best Online Multiplayer Game 2008 |publisher=IGN |access-date=December 20, 2008}}</ref> [[GameSpy]],<ref>{{cite web |url=http://goty.gamespy.com/2008/multiplayer/10.html |title=Gamespy — Multiplayer Top 10 |publisher=[[GameSpy]] |access-date=December 20, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20081222054918/http://goty.gamespy.com/2008/multiplayer/10.html |archive-date=December 22, 2008 }}</ref> [[Spike TV]],<ref>{{cite web |url=http://news.bigdownload.com/2008/12/15/left-4-dead-wins-best-pc-game-at-spikes-video-game-awards/ |title=Left 4 Dead wins Best PC Game at Spike's Video Game Awards |last=Callaham |first=John |date=December 15, 2008 |publisher=[[Game Daily]] |access-date=December 16, 2008 |archive-date=September 3, 2020 |archive-url=https://web.archive.org/web/20200903030914/http://news.bigdownload.com/2008/12/15/left-4-dead-wins-best-pc-game-at-spikes-video-game-awards/ |url-status=dead }}</ref> [[NoFrag]]<ref>{{cite web |url=http://www.nofrag.com/2008/dec/28/ |title=NoFrag : Left 4 Dead élu FPSOTY 2008 |date=December 28, 2008 |publisher=[[NoFrag]] |access-date=January 5, 2009 |archive-date=February 15, 2009 |archive-url=https://web.archive.org/web/20090215051759/http://nofrag.com/2008/dec/28/ |url-status=dead }}</ref> and [[BAFTA]];<ref>{{cite web |url=http://www.bafta.org/awards/video-games/nominations,664,BA.html |title=BAFTA Video Game Awards List of Nominations and Winners |date=March 10, 2009 |publisher=[[British Academy of Film and Television Arts]] |access-date=March 10, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20110219071725/http://www.bafta.org/awards/video-games/nominations,664,BA.html |archive-date=February 19, 2011 }}</ref> and as the "Computer Game of the Year" by the [[12th Annual Interactive Achievement Awards|Academy of Interactive Arts & Sciences]] [[Academy of Interactive Arts & Sciences|(AIAS)]],<ref>{{cite web |url=http://www.interactive.org/awards/award_category_details.asp?idAward=2009&idGameAwardType=27 |title=AIAS ANNUAL AWARDS > 12TH ANNUAL AWARDS |date=February 19, 2009 |publisher=[[Academy of Interactive Arts & Sciences]] |access-date=February 27, 2015 |archive-date=May 9, 2015 |archive-url=https://web.archive.org/web/20150509191133/http://www.interactive.org/awards/award_category_details.asp?idAward=2009&idGameAwardType=27 |url-status=live }}</ref> Spike TV, and [[Bit-tech]].<ref>{{cite web |url=http://www.bit-tech.net/gaming/2008/12/29/top-10-pc-games-of-the-year-2008/7 |title=Game of the Year – Left 4 Dead |publisher=[[Bit-tech]] |access-date=January 10, 2009 |archive-date=January 1, 2009 |archive-url=https://web.archive.org/web/20090101022006/http://www.bit-tech.net/gaming/2008/12/29/top-10-pc-games-of-the-year-2008/7 |url-status=live }}</ref> Other awards include "[[D.I.C.E. Award for Online Game of the Year|Outstanding Achievement in Online Gameplay]]" from the AIAS (who also nominated it for "[[D.I.C.E. Award for Game of the Year|Overall Game of the Year]]"), Best Use of Sound for the PC<ref>{{cite web |url=http://bestof.ign.com/2008/pc/14.html |archive-url=https://web.archive.org/web/20081220074018/http://bestof.ign.com/2008/pc/14.html |url-status=dead |archive-date=December 20, 2008 |title=IGN PC: Best Use of Sound 2008 |publisher=IGN |access-date=December 20, 2008}}</ref> and Best Shooting<ref>{{cite web |url=http://bestof.ign.com/2008/overall/8.html |archive-url=https://web.archive.org/web/20090120044905/http://bestof.ign.com/2008/overall/8.html |url-status=dead |archive-date=January 20, 2009 |title=IGN Overall: Best Shooter 2008 |publisher=IGN |access-date=February 12, 2009}}</ref> game overall from IGN, Father of All FPS from Nofrag, and the best Cooperative Multiplayer<ref>{{cite web |url=http://www.gamespot.com/best-of/special-achievement/index.html?page=19 |title=Gamespot's Best Games of 2008: Best Cooperative Multiplayer |publisher=Gamespot |access-date=February 12, 2009 |archive-date=August 25, 2010 |archive-url=https://web.archive.org/web/20100825122610/http://www.gamespot.com/best-of/special-achievement/index.html?page=19 |url-status=live }}</ref> and Shooter<ref>{{cite web |url=http://www.gamespot.com/best-of/genre-awards/index.html?page=9 |title=Gamespot's Best Games of 2008: Best Shooting Games |publisher=Gamespot |access-date=February 12, 2009 |archive-date=August 24, 2010 |archive-url=https://web.archive.org/web/20100824164942/http://www.gamespot.com/best-of/genre-awards/index.html?page=9 |url-status=live }}</ref> of 2008 from [[GameSpot]] who also nominated it for Game of the Year.
===Legacy===
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[[Category:Certain Affinity games]]
[[Category:Cooperative video games]]
[[Category:First-person shooter multiplayer online games]]
[[Category:First-person shooters]]
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