Shading a Bigger, Better Sequel: Techniques in Left 4 Dead 2 [pdf]
valvesoftware.com
valvesoftware.com
http://www.insomniacgames.com/category/research-development/
E: there's a really cool technical presentation here that goes through some of the technical changes in L4D2 [1]
[1]: http://www.valvesoftware.com/publications/2010/GDC10_ShaderT...
You also need proprietary drivers on Windows and Mac OS X.
The last few slides are pretty great, showing how they render the gaping internal zombie wounds in a computationally efficient way. Some fun bullet points: "Culling a torso as easy as culling an arm"..."1.5x as expensive...156x the number of ways to die"
If you've ever played the game, the graphic touches are so well done you just take it for granted. But it's interesting to see how important they were to the developers, especially to serve as visual feedback to emphasize the power of certain weapons. That's not an option for most realistic shooters, or at least it seems the ratings board is more approving of gibbing zombies than human baddies.