And all of this we are able to do because we have the AI director, which allows us to create these spaces and these events, and then it does kind of the hard work of creating that experience side of it. Part of that was we wanted to start with fresh new characters, fresh new setting, and follow their story as it goes across all of New Orleans. I think we did a good job with that on Left 4 Dead, but we think we're going to do a better job on Left 4 Dead 2. we've all played now, we all play it now, we see things like stacking in the corner and stuff, and we want to avoid it.Īnd also, we've got the marrying of the storytelling and the multiplayer. Shack: When did development on Left 4 Dead 2 start?Ĭhet Faliszek: Pretty much after Left 4 Dead launched. Who's publishing?ĭoug Lombardi: We haven't announced it yet.ĭoug Lombardi: There will be before we ship. Shack: EA Partners helped publish the first Left 4 Dead, but yesterday's announcement didn't mention any publishing partner. Included are finer details on the sequel's upgrades, shared frustration with stacking players, Left 4 Dead's connection to HBO's "The Wire," and more. To get a handle on the situation, we took twenty to hit up Valve marketing VP Doug Lombardi and developer Chet Feliszek for some choice anecdotes on the new game. A fresh cadre of weapons, zombies, AI improvements and other additions are planned. Versus and Survival mode play will be supported for all of the maps out of the box, along with a new unannounced game mode. The sequel will feature four new characters across five new campaigns set in New Orleans.