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No Mercy! Celebrating the 10th Anniversary of ‘Left 4 Dead’

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To anyone who can hear this: Proceed to Mercy Hospital for evacuation. I repeat: Proceed to Mercy Hospital for evacuation.

I can’t recall how many times I’ve heard this over the past 10 years. Left 4 Dead first showed up in my life as merely a dream: my PC would barely showcase the main menu without taking me back to the desktop with a crash message. And, perhaps without realizing it, the game became the reason why I upgraded graphics card in order to play it. I’ve never looked back since, clocking over hundreds of hours on it.

We could discuss many of the aspects why it became such a huge game, how it set the foundations of the sequel or perhaps dive into its ridiculously large modding scene, but for its 10th anniversary, I want to talk about how it all began. And, in this case, that means remembering the first campaign of the game: No Mercy.

A chopper flies through a desolated city while a group of survivors prepares for the night of their lives. The biker Francis, the college student Zoey, the Vietnam veteran Bill, and the Junior Systems Analyst named Louis gather together, grabbing their weapon of choice and a medkit. Following the flying message, they start chasing the helicopter in the midst of a zombie outbreak shooting everything in sight, and quickly learning there is friendly fire enabled for default.

You know how the stereotype of a zombie had largely been to portray them as slow-moving beings, often being more on the dumb side than anything? Well, in Left 4 Dead, zombies could run. And folks, let me tell you: they run fast.

We are talking about 28 Days Later level of undead aggressiveness. Hordes await for you in every street, expecting for the slight miscalculation from your part to go forth. Shooting a car and making the alarm go off might attract hundreds of them in a matter of seconds, along with causing your teammates to shout at you over the microphone. And zombies can also climb over fences and pretty much anything that gets on their way. Once they spot you, you better be ready to either confront or run, as they will stop at nothing to get at you. Don’t expect any bites, though. They just hit you furiously until you’re gone for good.

No Mercy isn’t just the beginning of the story for these survivors, but also for the players themselves into this world, and more importantly, its pacing. Left 4 Dead is a quick, often unmerciful game, in which cooperation is key to success and a mandatory element in high difficulties. Learning the best way to quickly get to the checkpoint, marked in the game as safe houses where one can take some rest, resupply, heal their wounds and, well, finally go to the bathroom, appears as a natural instinct after the first few hours. Same goes with weapons, looking for the best “builds” alongside teammates, like carrying two shotguns to open a path ahead while the rest focus on taking down the special infected, such as a Boomer waiting to jump on the group or a Smoker, preparing to capture a wandering survivor.

And everything surrounded it carried a lot of style back then, which has been translated almost perfectly (more on that later) upon the sequel. The premise behind the game makes it look like an ongoing story divided in movies. The film grain might help, too, but it’s the iconic posters that helped to shape that general feeling. Additionally, the AI system behind the game, which takes care of infected or supplies spawns depending on the party status, goes by the name of The Director. This virtual entity is the scenographer who, depending on how things are going in a campaign, will make the team’s lives harder or a bit easier, depending on the difficulty of course.

But the biggest element that didn’t manage to endure is Left 4 Dead: 2 is, plain and simple, fear. The way level design introduced itself in every corner of the campaigns made for claustrophobic escapes. One could be scared to open a door inside a building as much as being alone on an illuminated street with plenty of room to spare. The uncertainty, and how aggressive the game could become in a matter of seconds just when you were enjoying a moment of respite made the game feel unique from similar experiences such as Killing Floor or No More Room In Hell.

There’s one time I would never forget in my passing through No Mercy. During an online match, we reached the hospital with more than a few scratches, but the way out was almost there. We could feel it. Thing is, we had to wait for the elevator to pick us up in order to get to the roof, where the chopper was set to arrive soon. And that meant hordes of undead were just waiting for us to press the button.

To those unfamiliar with No Mercy Hospital, that’s the place where the latter half of the campaign takes place. Just in the end of the second chapter, right after fighting your way through the sewers system, you meet the colossal building. There is a vast number of stairs and floors that you need to cross in order to reach to said elevator, which is your only ticket to get to the roof. It’s an obscure scenario, filled with pitch dark rooms and undead patients still wearing their robes. And waiting for the elevator takes forever, demanding a serious defense plan to hold your ground.

We pressed the button and they started coming. Shotgun shells bouncing on the floor, flashes of light after each shot and blinking lights illuminated the place. There were blood splatters everywhere, and the marching wave of enemies seemed like it would never cease. It proved to be too much for my team, and we were quickly beaten down, one by one. I was the last person standing.

Matchmaking had made Louis my selected character for this run, and I discovered something I hadn’t seen in the years since first playing the game. I took refuge in a room, barely standing anymore due to my low health. Zoey lifted me up when I fell minutes prior, but I could barely see. Pictures of a doctor bed and medical tools in black and white surrounded my sight. And in that moment, Louis started humming a song in a low tone. While I couldn’t see him, I could fear his sweat, his hands shaking. The sound of yet another horde could be heard again, getting closer and closer, until they found him.

As I play through No Mercy once more to remember these moments, I get surprised at how it managed to withstand the passage of time. Zombies still managed to scare me. Hearing the music that indicated a Tank was about to attack us woke up all my senses. And the hospital was still there, just as I remembered it, waiting for me and my group to get to the chopper, with the illusion that it was the one-way ticket out to safety from this nightmare.

Left 4 Dead is now 10 years old, and during that time, thousands of stories were created seamlessly. Anecdotes with friends, late night LAN parties, and hearing Francis’ voice lines complaining about pretty much anything will remain in our minds forever. But it’s valuable to remember how it managed to create a B-movie experience that was not only fun and challenging but also scary, even with company.

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Editorials

André Øvredal’s ‘Troll Hunter’ Remains One of the Best Found Footage Movies

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André Øvredal's Troll Hunter

In this day and age, the wordtrollis often used to describe various online nuisances. Yet as abundant and irksome as the modern troll can be, they aren’t usually as fearsome as their mythological counterparts. I’m not talking about the small and gentler versions that have become more common to see in media. No, there are much bigger and scarier trolls out there—and André Øvredal’s movie Troll Hunter is one of the best places to find them.

It doesn’t take long for Troll Hunter (or Trolljegeren) to dump the Blair Witch Project-esque setup and aim for something a lot fresher. The trajectory of the story is augmented by Otto Jespersen’s character Hans, the titular Troll Hunter. The second he comes barreling out of the deep, dark woods and shoutstrollat the camera, this movie takes a turn into what feels like uncharted territory. Not only subject-wise, but also conceptually.

For fantastical and made-up subject matter in cinema, found footage is a fast way to add a guise of believability. After all, what we accept to be the most crucial aspect of documentaries—the truth—rubs off on pseudo-documentaries, despite our understanding of the pretense involved. That is what Øvredal delivered with Troll Hunter: a movie so convincing that some viewers wondered if trolls really do exist. So, had this been straightforwardly made, it likely wouldn’t have been as effective. Conventional narratives would be more inclined to treat something like trolls as flat out unreal, and never try to convince the audience to think otherwise.

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Hans petrifies the three-headed Tusseladd troll.

The viewers, like the characters trailing Hans, are quickly thrown into the deeper end of that extraordinary story. They have to process all this new information while staying on the go. So, although there is no significant amount of meandering, narratively or physically, there is still a good amount of atmosphere, not to mention tension building. It’s never anything frightful, but then again, Troll Hunter isn’t your standard offering of horror; it’s more on the low end of the dark fantasy spectrum. We aren’t ever spirited away to a faraway world—we stay in rather familiar surroundings, as well as dip into those less so. The outcome is a movie where you’re constantly more in awe than in terror.

As fantasy fiction might do, Troll Hunter prefers not to deal with incredulity. There is no time to waste on doubt, as interviewer Thomas (Glenn Erland Tosterud), soundperson Johanna (Johanna Mørck), and cameraman Kalle (Tomas Alf Larsen) all follow Hans around, recording whatever this character is willing to reveal about his bizarre job. Of course, the Troll Hunter himself is not an open book; in that respect, the diegetic documentary fails to fully capture and unpack the more interesting of its two subjects. Yes, all those giant, monstrous trolls are indeed incredible, but understandably, your mind wanders to their pursuer. What kind of person signs up for this gig and then chooses to stick with it for so long?

Reviews have called out Troll Hunter for its lack of character development. In regard to Thomas and his fellow documentarians, that criticism is valid, but bear in mind, they aren’t the focus of the story, either. Meanwhile, Hans is a well-crafted character. At least better than first realized. Before he was introduced, Hans had already grown tired of the troll grind. Fed up with that low compensation for his services, resentful of the bureaucracy, and wanting to expose his employer on a large scale, Hans’ discontent is glaring.

Then there are those finer details about the Troll Hunter, such as that indifference to both the natural splendor of his everyday surroundings and the affections of an obviously smitten colleague, that also suggest some level of despondency. So it is fair to say this movie doesn’t feature any sizable growth for its characters; however, the namesake isn’t underwritten. No doubt, putting a real-life character like Otto Jespersen in that role is partly why Hans is so fascinating—maybe even relatable.

Troll Hunter

Otto Jespersen as Hans the Troll Hunter.

There is always a small risk whenever using the termmockumentaryto describe a found-footage movie, as the word could imply humor where there is none. In the case of Troll Hunter, the term’s usage is appropriate. Some folks have claimed the English-dubbed version has the more comedic tone, however, the Norwegian cut isn’t exactly humorless. Apart from the trolls’ absurd appearances, this is a movie where the characters nearly choke on the monsters’ farts, and Christians are like walking targets. Hans’ complete apathy towards everything is another cause of laughter. Overall, the comedy is intentionally dry and inconsistent. Unfunny, though? Absolutely not.

In a movie where endemic creatures are maltreated, as well as disavowed from living freely and peacefully, it’s hard not to notice the ecological message buried beneath the story. In addition to that is the unmistakable political satire. There is this whole business about intrusive and unsightly power lines—like trolls, they’re big blemishes on the land—that leads to what is perhaps the movie’s funniest moment. The scene in question is that one where certain electric lines, the ones secretly being used to keep the trolls at bay, go in a loop and don’t actually send power to any residents. Yet the monitors of said lines don’t find this at all weird. So it stands to reason that Øvredal was having a go at those who accept the government’s doings without question.

Looking past the fact that trolls aren’t actually real, this movie is an enlightening source of information. And not just for international audiences; Norwegians, too, get schooled about their homeland’s own mythology. It’s also evident from everything on screen that Øvredal and his crew were enthusiastic about the topic. The creature designs are the most indicative of that zeal; those imaginative yet myth-accurate manifestations are equally amusing and grotesque. One second you’re laughing at their phallic noses, the next you’re white-knuckling during a hairy sequence. Most surprisingly is how well the trolls’ visual effects hold up after fifteen years. It’s not all spotless, but on the whole, they remain impressive.

Vouching for a mockumentary about trolls isn’t easy, but those who do come around and give it a shot will more than likely be grateful for the recommendation. For Troll Hunter is a real find in that vast and varied genre we callfound footage.

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A bridge troll reaches up for food and finds Hans decked out in armor.

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