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Product Update - Valve
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed a case where move speeds could be exploited using player view angles
  • Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
  • Fixed cosmetic items not using the correct team skins when attached to ragdolls
  • Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
  • Fixed baseballs causing teleporter exits to detonate
  • Updated The Five-Month Shadow to fix a paint-related problem
  • Updated The Merc's Mohawk so it can be equipped by all classes
  • Updated the equip_region for the Exquisite Rack
  • Updated beta map pl_cactuscanyon
    • Redesigned the alternate window route over the choke point by stage 2 capture point 1
    • Window overlooking second stage final capture point is now a doorway
    • Removed stairs leading to back barn in stage 2 near final capture point
    • Back alley behind water tank in stage 2 is now a 1-way drop down
    • Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
    • Fixed players building in spawn rooms

  • Updated beta map rd_asteroid

    • Mode changes

      • Players must steal at least 25 points before they can leave the vault with the reactor core
      • Updated power core pick up sound
      • Updated robot death effects and sounds
      • Updated HUD layout

    • Map changes

      • Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
      • Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
      • Widened play space near cave exit leading into large row of windows
      • Added small ammo pack to underwater flank that leads to enemy reactor vault
      • Added small health kit to staging area before the interior battlements
      • Reduced ammo pack near vault from full to medium
      • Added alcove near front door staging area
      • Robots have been rearranged

        • A robots now circle the staircase near the front door
        • B robots now roam the interior bridge above the water

      • Enabled flashing lights when a team's power reactor has been stolen
      • Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
      • Added player blocker to ledge above exterior battlements
      • Widened glass tunnel flank doorway near C robots
      • Increased attackers spawn time by 1 second

TF2 Blog
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:


  • Fixed a case where move speeds could be exploited using player view angles
  • Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola
  • Fixed cosmetic items not using the correct team skins when attached to ragdolls
  • Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately
  • Fixed baseballs causing teleporter exits to detonate
  • Updated The Five-Month Shadow to fix a paint-related problem
  • Updated The Merc's Mohawk so it can be equipped by all classes
  • Updated the equip_region for the Exquisite Rack
  • Updated beta map pl_cactuscanyon

    • Redesigned the alternate window route over the choke point by stage 2 capture point 1
    • Window overlooking second stage final capture point is now a doorway
    • Removed stairs leading to back barn in stage 2 near final capture point
    • Back alley behind water tank in stage 2 is now a 1-way drop down
    • Added small health pack in the small room off the back stairwell flank near stage 1 capture point 2
    • Fixed players building in spawn rooms

  • Updated beta map rd_asteroid

    • Mode changes

      • Players must steal at least 25 points before they can leave the vault with the reactor core
      • Updated power core pick up sound
      • Updated robot death effects and sounds
      • Updated HUD layout

    • Map changes

      • Layout has been adjusted with the overall goal of increasing players ability to participate in creating points for their team
      • Added terrain path and cave entrance under mid bridge. Exit is located near the large row of windows. Cave contains a medium health pack
      • Widened play space near cave exit leading into large row of windows
      • Added small ammo pack to underwater flank that leads to enemy reactor vault
      • Added small health kit to staging area before the interior battlements
      • Reduced ammo pack near vault from full to medium
      • Added alcove near front door staging area
      • Robots have been rearranged

        • A robots now circle the staircase near the front door
        • B robots now roam the interior bridge above the water

      • Enabled flashing lights when a team's power reactor has been stolen
      • Fixed broken stair collision when exiting the water near the bridge. In some cases it would push players back into the water.
      • Added player blocker to ledge above exterior battlements
      • Widened glass tunnel flank doorway near C robots
      • Increased attackers spawn time by 1 second

TF2 Blog




The folks over at Source Filmmaker have just announced the Fourth Annual Saxxy Awards, and in the process dropped a bombshell: they've also added a Portal content pack as SFM DLC, and invited the Portal community to submit Portal videos to the Saxxy Awards for the first time. This means that this year more than ever, Team Fortress will be forced to compete on the same Saxxy Awards stage as Portal. And this could spell trouble for the Saxxy Awards janitors, since the resulting bloodbath from the absolute creative eviscerating TF2's going to give the Portal community will clog up the drainage system for weeks.




But the time for big talking is over. Now it's time for action. And that means us leaving the stage after all the fun big talking and letting you do all the actual work. Check out the Source Filmmaker blog for rules and more details on the Saxxy Awards. And remember: Portals are just holes. You know what else are just holes? Toilets. Anyway, good luck to Toilet 2.



PC Gamer
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title="Permanent Link to Aperture Tag: The Paint Gun Testing Initiative review">Aperture Tag review







Aperture Tag is a mod for Portal 2 that removes the portal gun and replaces it with one that fires gel: repulsion gel, which makes you bounce higher, and propulsion gel, which makes you move faster. Jumping and running, in other words, replaces portals as the main tools to solve puzzles with. Unfortunately, there's no replacement for Portal 2's other elements, like enjoyable voice acting, excellent writing, and a well-balanced level of challenge. And, unlike most mods, Aperture Tag adds a price tag, meaning the first puzzle to solve is: should you pay for this?



There are just over two-dozen test chambers in Aperture Tag, though a couple are recycled from the original game, spiced up by having no portal gun to solve them with. The early game is slow to evolve, giving you only the repulsion gel to play with for a long while. I understand the modders wanting to ease me into the mechanics of the gels, but you can't play the mod without owning Portal 2, and if you own Portal 2, chances are you've played it and already know how everything works. A shorter refresher course would have been welcome.



Once both gels are unlocked, the game ramps up the complexity, though unevenly. I found a couple of early chambers surprisingly vexing while some endgame puzzles were so easily solved I felt like I'd missed something. Even when puzzles are good, they can be spoiled by poor design choices: in one chamber, I'd solved the room in my head but it still took a while to beat solely due to the way a faith plate-launched weighted cube landed, which seemed unfair. I'm happy to have my brain and reflexes tested, but not thrilled to have to repeat a sequence because a cube took a few bad bounces. A small handful of test chambers, however, are genuinely satisfying to solve, utilizing gels, blocks, buttons, mirror cubes, force fields, and yes, even portals (they do show up from time to time, but can't be placed by the player).



No portal gun, but still a few portals.



It ain't the paint

Repetition is an issue. One of the first tricks we learned playing with gels in Portal 2 was that laying down a line of speed gel and ending it with some bounce gel gives you an awesome, rocketing leap. Aperture Tag requires this on so many of its levels that it feels like a pointless added bit of work, as if the modders just ran out of gel-related challenges and kept reusing this initially enjoyable gimmick. Also, while it takes just a mouse-click to reposition a portal in the vanilla game, slathering walls and floors in paint takes time and isn't particularly fun to do repeatedly in the same chamber. This becomes a problem since the mod's later chambers almost exclusively feature toxic floors, meaning that missing a jump is punished by death, often undoing all your careful (or sloppy) painting and discouraging haphazard experimentation. That said, the auto-save system works pretty well, saving your game at multiple steps throughout some of the longer and more elaborate puzzles.



Do you love poison floors? I hope so.



One nice addition is the "Fizzler," an energy field that switches one or both barrels of your paint gun on and off, and figuring out how to properly paint areas when your gun has been partially or completely disabled adds another level to the puzzle-solving. The mod could have used a few more new ideas like this. I was hopeful after spotting what looked like a new brand of sentry turret early on, but it didn't act any differently, and by the end of the game the turrets revert back to their original appearance not to mention that with unlimited bouncy gel at your disposal, turrets are easily beaten. I didn't notice much in the way of custom art assets, either, and there's no real use of cinematic physics (such as Wheatley mashing enormous test-chambers together in Portal 2) meaning the mod is mostly a static series of connected test chambers, with one exception.



The centerpiece of the mod is a time-based speedrun that requires you to zoom down a series of twisting corridors and launch yourself off ramps at breakneck speed, projecting gel ahead of you to keep up your momentum and bounce at just the right times. While exciting and satisfying to beat, this sequence is hurt by the lack of preparation for it, featuring only one brief sequence of gel-racing earlier. Also, when you're rocketing along at top speed, the gel you're splattering ahead of yourself actually lags a bit behind, making it tough to tell if you're painting the landscape ahead properly. Even the modders seem to recognize this sequence is overly difficult: they've provided a big red button that lets you skip it entirely.



Not the most subtle of traps.



Several attempts at a story, misdirection, surprises, and humor are made, but all fall flat. The personality core leading you through the test chambers isn't exactly irritating, but his jokes certainly aren't funny, and apart from "generally upbeat" it's a struggle to even pin down what his personality is. I wasn't expecting anything approaching Valve's level of writing, story, or performance, but if a mod is going to include lots of talking, its character should have something more interesting to say.



This mod is for sale on Steam. I'm all for modders getting paid for their work, and clearly a lot went into this mod, but I'd say their price is a tad optimistic for what you get. In the Steam Workshop, there are a few hundred thousand custom test chambers to explore for free.



Details

Expect to pay: $7/ 5

Release: Out now

Developer/Publisher: Aperture Tag Team

Link: http://bit.ly/1qkNvz7
PC Gamer
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title="Permanent Link to The International 2014: looking back on the Grand Finals">AlchemistSS







You can find write-ups of all three previous days of play at the International here.



The fourth International is over. As a fan, there's always a hollow feeling that comes with this period - the sense that the last of the hype has finally burned away, that this event that has come to occupy so much of your time and energy has been suddenly brought to a close. Post-International blues are a real thing. This year, though, those inevitable doldrums have been compounded by a Grand Final that won't have been what many fans were expecting when the main event began. Below I'm going to explain why I came away from the finals largely satisfied even though I agree with some of the criticism, and what I think the course of those four games say about the state of Dota 2 as we enter the next year in its life. Spoilers, obviously.



Before the main event I suspected that Vici's stand-out performance in the group stages was owed, in part, to the best-of-one format. In securing their place in the Grand Final, however, I was shown to be wrong. It's not the format, it's the patch. Vici under rOtk's leadership knew exactly how to play Dota in 6.81b. They demonstrated that against DK and EG, two teams that almost anybody would have placed ahead of them. This isn't unusual: The International is always, ultimately, a way of discovering which team has come closest to approaching Dota like a solved problem. Last year, that was Alliance. This year it was Vici and Newbee.



6.81b isn't friendly to strategies that rely on being able to fight back into the game if the early game goes south. Comebacks are much harder and the majority of matches are decided in the laning phase. On Twitter I joked at the beginning of game one that winning lanes meant winning games meant winning the tournament. That's a glib point but it's true: all but one game of the four played yesterday was won by the team that secured first blood. Only one lane of barracks was destroyed in the entire match because normally the losing side would know that it had lost when the first tier two tower fell. In a way, Vici's firm understanding of the game is what made those early GG calls inevitable: when you know enough to know that you're beaten, why continue?



That truth is unsatisfactory to spectators, especially those that are used to seeing Dota games decided by teamfight ten rather than teamfight one. Some of that dissatisfaction is owed to shifts in the metagame that require a bit of mental recalibration to appreciate and some of it is owed to the narratives we'd trained ourselves to look for. We were thinking about the rise of the DK dream team and the triumph of North American Dota and the struggles of the returning champion, not which of the Chinese teams had got the most out of the last four months of scrims. Newbee's extraordinary run from 11th place to 1st is one of the year's best performances, and deserves to stick in the memory, but it'll take a little while to get there. Getting there means appreciating the risks that Newbee took in the final, particularly when they were on the back foot, and how that translated into momentum and ultimately the title.



Vici's sole victory - game one - was a study in the pace-setting dominance that the Chinese teams love to establish. The ban phase eliminated the heroes most regularly associated with this kind of play, like Razor and Death Prophet, so Vici made it work with Lone Druid and Clockwerk. fy emerged from this International as arguably the world's best support player, consistently winning the early game for Vici. rOtk's Clockwerk and Fenrir's Earthshaker commanded the rhythm of the game from then on, and when fights were taken they were taken on Vici's terms.



That's how both teams want to play. What Newbee identified, going into game two, was that they couldn't rely entirely on the same set of picks and counter-picks to pull back the momentum they had lost. They needed to draft into their own comfort zone, even if it meant reaching outside of what might have been considered 'safe' at the International. In game two, that was Hao's Weaver - a position one carry who achieved 600+ gold per minute largely through kills. There's a moment, during the major teamfight in the Radiant jungle, when he's a few inches from being blown up by a Waveform from Sylar's Morphling. He jukes it, just, and survives to get another kill and escape the fight. That one small play - that moment of calm focus when his opponent reached desperately for the kill - is one among a number of similar plays that earned Newbee their prize.



Mu's Puck exemplifies that principle. Once again the hero emerges as the star of the International, the playmaker of all playmakers. Game three was the first game that was lost by the team that got first blood, but it was lost because of an incredible early-game gambit by Mu that turned Vici's first blood into a return double kill for Newbee. There's certainly an issue with the game when the momentum earned by a moment like that decides so much of what follows, but there's no doubting Mu's talent either. This was as close to a perfect Puck game as I have ever seen.



I'd have liked to see Vici come back in the final game, but you could tell that they'd tilted. The draft attests to that: Newbee picked up Brewmaster while Doom was still available, and, ignoring that opportunity to counter-pick, Vici took Weaver. They might have been trying to keep it from Hao, but they opened themselves up to a win-win-win Doom draft by Newbee that not only protected the Brewmaster but countered the Weaver and opened the draft up to Ember Spirit. This was the point, for me, where Vici's tilt tipped over. Under extreme pressure, they gave Newbee everything they needed to take the set.



If there's anything that disappoints me, looking back on the final, it's that the superlative skill that delivered Newbee through games two and three was present but not as necessary in the final game. Where 2013 came down to a $1m Dream Coil (or so it's told), 2014 came down to a $5m haste rune. xiao8's first blood on a mid Venomancer with an offlane Doom was a total disaster for Vici, the worst possible combination of roles and results. I'm not surprised that rOtk fell apart after that; most people would. fy and Fenrir deserve huge credit for keeping Vici in the game with their Ancient Apparition and Sand King counter-initiations, but it was Newbee's final to lose from the very beginning. That it lasted as long as fifteen minutes is, in a way, a sign of Vici's willingness to play it out: they could have GG'd ten minutes earlier.



Newbee's ability to find their footing and build momentum from nothing is what makes them worthy International champions. They deserve to walk away from the event as heroes, and Mu deserves his own commemorative Puck set. In the year to come, I hope Icefrog and the team at Valve consider the importance of comeback mechanics and work to lengthen the game at the highest level of play. But that's for the future. The International is over, we have our champions, and it's time to recognise the difficulty and magnitude of their achievement.



PC Gamer's coverage of The International 2014 is brought to you by SteelSeries.
TF2 Blog




The TF2 Retrospective event is taking place from July 23rd to July 27th at the sold-out Euskal Encounter XXII in Bilbao, Spain! Organized by the Bad Wolf team, Retrospective is a massive LAN tournament with over 150 players already signed up from Canada, Ireland, Russia, France and more. Check it out live on exTV this Thursday!



Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Newbee lift the Aegis, a shield inscribed with the names of winners.

So, The International 2014 is over. Newbee gave fellow Chinese team ViCi Gaming quite the drubbing on Monday to win $5,028,174. Competitive Dota 2 was broadcast on the ESPN cable sports network. Are digital sports now mainstream? Is this It, is this The Moment? No, of course not.

This year’s International has widespread attention because of that honking great prize pool of $10,930,814, the spectacle, and the novelty. Minor details like who won only matter on the day to most. So today, any old Tuesday, why post about it? The International 2014 will still matter in days, weeks, or months because of where loads of that moolah came from: fans. Valve are crowdfunding arena-filling tournaments and gamifying fandom. And somehow making that not awful?

… [visit site to read more]

PC Gamer
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title="Permanent Link to The International 2014: a Grand Champion emerges">AegisSS







Warning: spoilers below.



Chinese team Newbee has claimed the Dota 2 Championship crown at The International 4, along with a grand prize check worth more than $5 million.



The International ended in an unexpected fashion today as Newbee, which went 7-8 in the group stage, prevailed against ViCi Gaming in the finals. ViCi Gaming, another Chinese team, put on a much more dominant performance in single-match action, with a 12-3 record that included, prophetically as it turned out, a loss to Newbee. ViCi actually defeated Newbee in the first match, but came back with a dominant performance to win.

Congratulations to @NewbeeCN ...2014 @DOTA2 #ti4 Champions! pic.twitter.com/SIuqysan32



ESPN3 (@ESPN3) July 21, 2014

This is the first year that two Chinese teams have gone head to head in an International final. Newbee's victory earns it a first-place prize of just over $5 million, a huge increase over the $1.4 million earned by the winner of last year's event. As the runner-up, ViCi Gaming will take home just shy of $1.5 million.







Photo credit: Toby Dawson



PC Gamer's coverage of The International 2014 is brought to you by SteelSeries. From now through July 21st, all Dota 2 and team gear is 25% off. While supplies last.
PC Gamer
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title="Permanent Link to The International 2014: must-watch games from day three">LunaSS







Missed yesterday's report? Read it here.



The bloodiest day of The International 2014 began with a run of the tournament's best matches. Then, after a run of upsets in a tournament that has been defined by upsets, one team emerged that will face Newbee in the grand final today. It's certainly not the grand final I'd have expected a week ago, and if you'd told me these results a month ago at ESL One I'd have called you crazy. I'd also have asked what it was like in the future and if you could help me skip the queue in the Secret Shop, but that's another matter.



Below I'll be listing off the must-watch games from yesterday as well as talking about some of the day's stranger moments. You can find statistics and videos for all of these matches on the official International website, and you can also look up the matches in-game via the 'Watch' tab.



Cloud 9 vs. Vici Gaming, Game 2



Cloud 9 had arrived at the main event as underdogs and made a statement by eliminating Na'Vi from the tournament on Saturday. Having dropped their first game against Vici, I was interested to see how they'd react. One of the familiar narratives of professional Dota concerns the teams that lead the metagame, the teams that follow, and the teams that do their own thing. I wanted to see a little bit of the latter from Cloud 9, and that's what they delivered in game 2.



Picking Meepo for SingSing was a fast way to win an already supportive audience. The pushing and farming power of the micro-heavy hero was, as is now traditional, bought space and time by b0ne7's Clockwerk, pieliedie's roaming support Bounty Hunter, and Aui_2000's Skywrath Mage. This was against a very strong draft by Vici Tidehunter, Death Prophet and Luna for the early push and teamfight presence, with Jakiro and Earthshaker as counters to the Meepo.



C9 established a lead on paper but that's what you are expected to achieve with a Meepo pick. In some of the best and bloodiest teamfights of the tournament especially a drag-out battle around Rosh at the 24 minute mark neither team really seemed to have an advantage. Vici's more metagame-friendly draft would look like it had the edge, and then SingSing's Meepo would appear to enormous roars from the audience to blow up Vici's core heroes.



Cloud 9 held on by steadily outplaying Vici to the point where the latter had to resort to a base race. If b0ne7's one-man defence of Cloud 9's ancient stands as the pinnacle of a run of outstanding plays by C9's offlaner, then watching SingSing's Meepo demolish Vici's base shows why the crowd was so excited to see the hero played. Cloud 9 might not have been able to finish the job in game 3, but they can be proud of what they achieved in game 2.



Other highlights from this set: Game 3. Cloud 9's tournament hopes came down to a single call. In Nature's Prophet, Luna and Enigma, they had a draft that could risk a level 1 Roshan attempt. The strategy is enormously risky at a live LAN event: even in a soundproof booth you can tell when the crowd is excited, and Dota crowds like risky plays very, very much. Vici had everything they need to sweep in and punish Cloud 9 hard, taking three kills in the early game. Honestly, the match was probably over for C9 then and there and Vici went on to demonstrate exactly why.



If SingSing's Meepo won game 2, Sylar's Morphling was the unstoppable force in game 3. He's famous for his skill with the hero as it is, and that great start followed by superlative farm made him an absolute monster. Watch the last ten minutes of the match to see just how much a supercharged Morphling can achieve: Sylar not only seizes map control for his own team but demolishes the heroes intended to do the same for Cloud 9. b0ne7's Nature's Prophet had absolutely nowhere to go. C9 fought to the last, but when a rampaging water elemental was taking barracks unopposed, the game was over.



Team DK vs. LGD, Game 3



Talk about teams playing their own kind of Dota. DK's draft in game 3 was a statement to LGD: we're taking this set, and we're doing it on our own terms. It looked like a list of the team's personal favourite heroes: Mushi's Shadow Fiend. LanM's Earthshaker. Iceiceice's Elder Titan. MMY playing Lion. Only a pointed ban kept Burning from his legendary Anti-Mage, but Weaver suited DK's armour reduction strategy better.



I have to admit: I'd been rooting for DK throughout the tournament and that draft sealed it for me. Mushi is great to watch on Shadow Fiend (which is why Valve made a Source Filmmaker clip of one of his biggest plays.) He'd secured a Mekansm in seven minutes, giving the glass-cannon hero even greater presence in the early part of the game. DK transitioned into a series of coordinated pushes that took advantage of the zoning power of Elder Titan and Lion to keep LGD's defence on the back foot.



It turns on a single play, right at the end. MMY used a Force Staff to shunt Mushi out of the trees on the Radiant bottom lane just as LGD drop a Serpent Ward trap, effectively wasting that powerful area denial spell as Mushi surges right into an explosive Requiem of Souls. That play led to DK taking the bottom lane of barracks and ultimately the game: a single fantastic moment turning into a hammer-drop of a finish.



Other highlights from this set: DK's return to form in game 2 is also worth a watch. It was a more traditional draft, but DK demonstrated that they learned their lesson from the night before: specifically, about breaking base when the opportunity presented itself rather than trying to farm out a great advantage. Not that they needed to: DK were strong in the laning phase, with iceiceice getting an incredible 22 minute Blink-Refresher combo up and running on Tidehunter.



DK vs. Vici, Game 1



There was a buzz around DK as they went straight into their elimination match against Vici. That finale against LGD made it feel like they could win with any draft at all, but Vici had their number. DK went for another 'them' lineup Beastmaster, Tinker, Undying while Vici laid their cards on the table with Razor, Pugna, Leshrac, Shadow Demon and Nature's Prophet. This wasn't a subtle strategy they may just as well have taken to the stage to proclaim "WE ARE GOING TO TAKE ALL OF THE TOWERS NOW" to the audience but it demonstrates just how well Vici understand the game at the moment.



It's often nice to watch teams win because of individual players or plays, but the International title is ultimately always going to go to teams that understand the game best at that particular moment in time. This year, that's Vici and Newbee. After getting a head start by killing Burning's Anti-Mage after a rare misplay by him, Vici started taking objectives everywhere. A back-and-forth at Roshan looked like it might help DK fight their way back into the game, but they were terribly behind. When VG took another teamfight later in the game and eliminated not just DK's cores but also their courier which was carrying Mushi's Manta Style at the time things looked really grim.



In Pugna, r0tk secured a hero that could keep DK from turning the game around with teamfights and pickoff kills. If they ignored him, they'd lose towers. If they focused him, they'd waste time trying to kill a slippery health-draining skeleton imp rather than dealing with Vici's other heroes. It was a great pick, and I wouldn't be surprised if we saw him again before the tournament ends.



Other highlights from this set: Watch game 2 for another lesson in why you don't let Sylar get a personal 10K gold advantage on Morphling. You should also watch it for one of the tournament's silliest moments around 22 minutes, when DK's Faceless Void and Vici's Shadow Shaman hide inches from each other in the trees for an age without either team realising that they're both lying in ambush for each other.



EG vs. Vici, Game 1



There was no doubt which way a large part of the home crowd wanted this to go. EG are the unstoppable prodigal sons of North American Dota, single-handedly bringing the scene further on the world stage than it has ever been. Vici were playing after a successful but extremely long day. It didn't seem likely that they'd achieve much against a rested EG in the first game; maybe game 2.



In an extraordinary performance, Vici played as close to a perfect game of Dota as this tournament has seen. Countering Arteezy's Templar Assassin with Razor, Vici secured an advantage in mid that was reflected in the other lanes. On the offlane, a rare mistake by Universe fed first blood to Sylar's Nature's Prophet, setting him on the course for an incredible farming game. He picked up his Orchid by ten minutes and his Necronomicon 3 by 13. EG found themselves facing a highground push at the 12 minute mark, trying to hold on with an underfarmed and underleveled set of core heroes that couldn't sustain a defence for long. Utterly outplayed, the home side tapped out in less than fifteen minutes.



EG vs. Vici, Game 2



This is was the comeback the crowd was looking for from EG. For a start, their lanes went much better: Arteezy secured a comfortable advantage on Viper, a hero he doesn't generally favour, and Universe did well on the safelane with Faceless Void. As with DK earlier in the day, the key to EG's win over Vici was armour reduction and physical damage supported, in this case, by game-turning teamfight ultimates: Void's Chronosphere and Enigma's Black Hole.



But it wasn't a stomp. Vici made EG work for their advantage, particularly with an early Aghanim's Scepter on fy's Ancient Apparition that meant they could threaten EG's cores anywhere on the map. Vici's plan was still to push their way to victory, but every time they did they needed to contend with Universe's unmatched Faceless Void and zai's Enigma. For a time, it felt like the game might slip away from EG that those flashy plays might ultimately give way to a slow victory for Vici but the day hadn't drained its supply of huge plays quite yet.



Watch this game for the Chronospheres and the Black Holes: the moment when fights look lost for EG before Universe and zai sweep in and defiantly refuse to go quietly. There's nothing about the crowd in those moments, either. Being in the audience as EG fought their way back into the match was one of the highlights of the tournament for me.



Other highlights of this set: Game 3. What a strange ending. After an uncertain start compounded by a tricky draft for EG mason playing Void instead of Universe, Universe on Timbersaw, Zai getting nothing out of a heavily-warded jungle it still felt like the American team had a shot at forcing the game to go late and finding an advantage then. But Vici were out for towers and got them with Venomancer, Dragon Knight and Nature's Prophet. Then, EG fell apart. They tried to sneak Roshan and got it but ceded more ground than they expected, losing tier 2 and 3 towers were mid. Defending was crucial but when the Chronosphere really mattered it didn't work. Mason only caught one, and rOtk's Venomancer dropped a Poison Nova that might have won Vici a few million dollars. EG were facing a wipe and a lane of barracks early in the game. Looking at their booth, it seemed like they were already ready to leave. And then they gave up.



It was probably the right call the game was almost certainly lost at that point, even if it probably wouldn't have ended for another ten-twenty minutes. But it's a GG call that will be talked about for a while. It suggested a team that simply didn't want to lose slowly, that would rather get on with their day and accept third place. But that wasn't the story that a now-subdued audience wanted to hear. Watching EG tap out, I worried that the fractiousness of North American Dota had caught up with them at last. I'd be fascinated to hear what was said in that booth, although I suspect I can guess.



PC Gamer's coverage of The International 2014 is brought to you by SteelSeries. From now through July 21st, all Dota 2 and team gear is 25% off. While supplies last.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Graham Smith)

The road not traveled is uninteresting to me when the road we are> travelling is winding, densely populated and has no speed limit. (The road I’m talking about is videogames.) That didn’t stop me being intrigued to find out more about Prospero via the latest episode of Valve Time Database. Prospero was one of two game’s Valve were working on when the company was founded in 1996, and Valve Time Database is a series of short YouTube videos detailing elements of Valve’s universe of games.

Episode 3 contains previously unreleased screenshots of the never released game, along with quotes from Half-Life writer Marc Laidlaw. I think> the information is new, but either way it’s entertaining and embedded below.

… [visit site to read more]

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