I've never played the Killzone games, owing to the fact that I don't possess the precise living room box required, but now at least I've gotten a taste of the Helghast. Killzone Source doesn't recreate an entire Killzone game in HL2, but provides a particular mission called Strange Company.
It represents several years of work by Moddb member zombiegames, and while I can't personally vouch for its representation of Killzone, it's pretty cool and looks great. With an AI companion, you fight your way through the interiors of a multi-floor building, battling Helghast at every turn, then proceed outside for more gunplay. You can carry a pistol and one of several rifles, use frag grenades, and are also armed with a knife. The Helghast look great, and I don't know if this is true of the original game, but they scream entertainingly when they die. Every time. I couldn't get enough of it.
They're tough as hell, too. Even on normal difficulty they killed me repeatedly. I had to disable AI using the Source console just to get close enough to them to take their pictures. At one point a dropship appeared over a shattered courtyard and they rappelled down on ropes in front of me. They're also pretty good at using grenades.
My AI companion was a little worthless in a fight, but she's still cool to hang out with. While I was remapping my keys (the default keybindings are a little odd) she helped herself to a soda from a vending machine.
The guns are fun to use, and plenty challenging due to recoil, and the maps are dressed with various bits of detail like Helghast propaganda. There are some other touches, like flying enemy drone that I presume has roots in the original game.
To play, you just need a Steam account and to have the opt-in beta of Source SDK Base 2013 Singleplayer installed. For the beta, right-click the SDK base on Steam, select properties, open the Beta tab and choose '-upcoming' from the list. (You don't need to input a beta access code.)
As for the mod itself, here's its page on Moddb. If you've tried it, and you have experience with the Killzone games, I'd love to hear if you think it's a faithful recreation of the mission.
Pinball FX2 developer Zen Studios teased a Valve themed announcement last week, and today we finally know what they are up to. Pinball FX2 will be getting an official Portal themed table towards the end of May or beginning of June. While it's not exactly Portal 3, it's definitely an amusing and detailed return to the Portal universe crafted by developers who are clearly fans of the series. Watch the video above for our hands-on look at the upcoming Portal table for Pinball FX2.
For those of you unfamiliar with Pinball FX2, it's a free pinball game on Steam that sells individual tables as DLC. Tables can be demo'd briefly, but eventually need to be purchased if you want to play them for an extended period of time. Zen Studios has done many licensed and themed tables in the past, but this is the first time the developer has worked with Valve. The level of detail on the Portal table is impressive, and makes me hope that this won't be the end of Zen Studios' partnership with Valve.
We write about FPSes each week in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.
When you donate your body to science, there s a general understanding that you don t expect to use that body again. It s old, or parts of it are broken, and you hope that some doctor will be able to learn a valuable thing or two about pancreases or elbow cartilage with the help of your husk. Whatever the outcome of that mortal tinkering, it s a transaction with no return policy.
Despite the many transplants, facelifts, and amputations Valve has subjected Team Fortress 2 to, it refuses to die. No FPS, and perhaps no game in any genre, has endured such aggressive and continuous experimentation and lived to be one of the most-played games on PC. It s a body that s sustained 494 surgeries, including:
- Becoming free-to-play
- The addition of a full-fledged item economy (item drops, crafting, market, trading…)
- Steam Workshop integration; transitioning away from primarily developing TF2 internally to sourcing a significant amount of TF2 s new content from the community
- Continuous holiday events that transform TF2 into, among other things, bumper cars
- The use of TF2 as a vehicle for greater Valve projects, like The Saxxy Awards (Source Filmmaker/replay editor), Mac compatibility
- The addition of Mann vs. Machine, a cooperative horde mode
- Numerous crossover promotions via pre-ordering other games
- Having its nine carefully-designed classes (and meta) reinvented many times over by the addition of new items
TF2 is a guinea pig grafted to Frankenstein s monster created on The Island of Dr. Moreau. Over eight years it s become an organism that Valve exposes to new stimuli and learns from watching what happens in order to improve other games or aspects of Steam. CS:GO s post-launch addition of item crates is one example of something prototyped in TF2.
But typically, there s a cost to all that tinkering, some unexpected side effects. Your hair falls out. You get a rash. TF2 s forced mutations probably would have killed weaker games. An MMO going free-to-play is often tantamount to defibrillation, and often to the detriment of original designs. If Gearbox had welded an item economy to Borderlands 2, added competitive modes, or handed off most of its development to community mapmakers and modders, what sort of unplayable mess would it be?
What makes TF2 durable enough to survive all these changes and emerge each time remaining one of the most-played and beloved PC games over the past decade?
Meet the Writer
TF2 s characters, and Valve s commitment to telling their story, form a thick, regenerating skin. However many hats, hoods, rainbow flamethrowers, Street Fighter references, mutant bread, or $10 Deus Ex arms Valve throws on its nine mercenaries, they retain their charm, and their personality carries TF2 forward.
Throughout its life, TF2 s characters have softened the blow of its big systemic and mechanical changes. They re the sugar in the medicine. When Valve strapped an economy to TF2, they didn t explain it as a series of dry bullet points (although there was a FAQ). A bare-chested Australian arms dealer shouted the news at us. When TF2 became playable on Mac, its characters visited a fictional Apple store to poke fun at the unexpected news that TF2 was coming to a platform that s considered to be one of the PC s rivals. It sounds like some kinda hospital for fruit, the Scout says.
When Valve strapped an economy to TF2, a bare-chested Australian arms dealer shouted the news at us.
When TF2 was about to become a free-to-play game, arguably the biggest single change to the game that s been made, Valve understood that it had to be handled delicately. (Perhaps revisiting this announcement could ve improved Valve s recent handling of paid mods.) Jog your memory: in 2011, there was still plenty of discomfort among western gamers about free-to-play. Even with League of Legends in the wild, Korean titles like Maple Story and Facebook games had given F2P a bad stigma.
When TF2 went free, the announcement was one piece of a five-day package of stuff rolled into the Uber Update, which Valve deliberately built and billed as The biggest, most ambitious update in the history of Team Fortress 2. Every class but the Engineer got new items, and most got a whole set. True to my point, the Uber Update culminated with one of its characters literally performing surgery on another, the Meet the Medic video—arguably the biggest piece of the update in all considering how wildly anticipated each of the class videos have been.
Valve s used a similar approach for reinventing individual classes. One of Valve s attitudes throughout TF2 is that they didn t want individual classes to stagnate around an optimal strategy. And in order to manage that aspect of the metagame Valve have been completely willing to put the very identities of each class on the chopping block. For the first couple years of TF2, sentry turrets were the hinge upon which most of the rest of the mechanics swung: it gave everyone else something to do, something to kill, something to support. Arguably no other single thing in TF2 was more integral to how the game was played.
And Valve demolished that paradigm. In the 2010 Engineer update the Engineer went from being a gun babysitter to being a class that you could build as an offensive harasser, or an even more defensive (but more active) turret operator. Engineers gained a mini-sentry that deployed almost instantly, and an item that allowed them to manually aim turrets (and deflected two-thirds of incoming damage while doing it). The manual aiming of turrets even allowed Engineers to reach whole new areas of the environment with sentry jumping. If that wasn t enough, the update made the previously static guns movable.
Short of turning TF2 into a JRPG, I can t think of a more insane change than all of that. How did Valve sell it to players, some of whom had spent years getting invested in what it meant to be an Engineer? It wrapped the Engineer update in four days of mini-reveals, hidden links to images, and added a Golden Wrench competition across the entire event that was straight out of Charlie and the Chocolate Factory. The teaser video tied the update nicely to the Engineer s personality, too: he s an inventor, and the update is a collection of his new creations.
As an FPS critic, I have plenty of things to appreciate about TF2, about the way it mingles Quake s DNA with a playfulness that softens the blow of defeat, about how it applies Valve s ideas about readability so well. But its longevity, and its distinct ability to survive its own transformative changes, is owed to how consistently Valve has integrated storytelling and its international cast of mercenaries into practically every patch.
TF2 s updates aren t content patches, they're happenings in the Team Fortress 2 universe that inspire their own lore. The Administrator, Zepheniah Mann, Saxton Hale, Australium, Australian Christmas, the Bombinomicon, the towers of hats, the Scout's mom—this stuff isn't window dressing, it's the connective tissue that's kept TF2's identity solid as it's mutated continuously over eight years. Valve has been able to spin and contextualize wild changes to TF2—many of which were made so that Valve could learn something about player behavior—not as new versions but as new episodes in an ever-evolving Saturday morning cartoon.
For the past few Junes, right before one of the busiest gaming weeks of the year, we ve taken a moment to imagine the E3 press conference that PC Gamers deserve. It s become one of our tiny traditions (along with Chris questionable behavior in survival games). Mostly it s an excuse for us to publish something entirely detached from reality before we fly to Los Angeles and publish every scrap of gaming news and opinion that our bodies will allow. It s therapeutic to daydream about Gabe Newell materializing atop a unicorn through a fog of theater-grade dry ice to announce Half-Life 3.
We get valuable stories, videos, and interviews out of E3—you can imagine how handy it is to have almost every game-maker gathered under one roof for a few days. But it s no secret that the PC doesn t have a formal, organized presence during E3. Generally speaking it s the time of year when Sony, Microsoft, and Nintendo jostle for position about who can create the most buzz. Despite being a mostly exciting few days of announcements, E3 has never given the biggest gaming platform in the world an equal place at the table.
That s our collective fault, not E3 s. One of our hobby s greatest strengths is the fact that there isn t a single owner. The PC has no marketing arm, no legal department, no CEO to dictate what should be announced or advertised. And thank Zeus for that. The fundamentally open nature of our hobby is what allows for GOG, Origin, Steam, and others to compete for our benefit, for the variety of technologies and experiences we have access to—everything from netbook gaming to 8K flight simulation to VR.
Everyone involved in PC gaming has shared ownership over its identity. One of the few downsides of that, though, is that there isn t really a single time and place for PC gaming to get together and hang out. We love BlizzCon, QuakeCon, DreamHack, Extra Life, The International, and the ever-increasing number of PAXes. But there s something special about the pageantry of E3 week, its over-the-top showmanship, its surprises, its proximity to Hollywood. And each June, even as we ve jokingly painted a picture of PC game developers locking arms in a musical number, we ve wanted something wholly by, for, and about PC gaming.
Well, hell, let s do it.
For the past few months we ve been organizing the first ever live event for PC gaming during E3, The PC Gaming Show. Tune into our Twitch channel on Tuesday, June 16 on 5 PM and you ll see a spectrum of PC gaming represented on stage: a showcase of conversations, announcements, hardware, trailers, and other stuff that makes PC gaming great. We ve been talking to everyone we know, big and small—if there s a game or developer you want to see—tell us! So far, Blizzard, AMD, Bohemia Interactive, Boss Key Productions, Paradox, Dean Hall, Tripwire, and more have signed up to be a part of this inaugural PC gaming potluck (Paradox has promised to bring nachos), and we ll be announcing more participants as we lead up to June 16. And hey, the endlessly friendly Day is hosting. We love that guy.
We re sincerely, stupidly excited about this. The PC gaming renaissance we re all living in deserves a moment of recognition during the biggest gaming expo of the year—it s about time! Listen in on Twitter and on our Facebook page as we share more details leading up to June.
Valve is bringing matchmaking to Team Fortress 2 as a 'high priority', a feature that has been rumoured for a while and craved by the competitive community for even longer.
Details are thin on the ground right now, mainly because Valve apparently hasn't got very far into implementing its system, but the team does have plenty of other, successful competitive online titles to draw from.
You can watch the video where the matchmaking elements - and a few other things - are talked about right... here:
The folks at TeamFortress.tv will be offering up more details of what they learned on their trip to Valve on Friday, so you'll have to wait until then to get a clearer picture of what's going on. But for now, the competitive community can probably afford to smile a bit, right?
Speedruns are artistry. Not only do they demonstrate complete mastery over a game, but they also poke away at the edges of what a game intends you to do. Watching a perfect speedrun is similar, I imagine, to watching good gymnastics, but they're more than just skill-based. They're borne of a curiosity about the edges of games: the things we're not meant to see and the things we aren't supposed to do.
There's a whole science behind speedruns. Players spend weeks and sometimes years chiselling a perfect path through a game. They exploit minor traversal bugs to gain speed, they tap away at the outer limits of a game world in search of hidden routes, and then they move to execute all these tricks in one graceful swoop. There's a strong collaborative spirit among speedrun communities, because in the end, it's all about what's possible, not who wins.
There are lots of different speedruns, and the rules vary depending on the type of speedrun a player hopes to achieve. Most of the runs I've featured below are Any% runs, which simply require the player to complete the game under any difficulty setting as quickly as possible. These contrast with 100% runs, which as the name suggests requires full completion of the game (any secret worlds or any optional collectibles, for example).
What follows aren't "the best speedruns of all time" but instead a selection of especially impressive runs. I've tried to collect those most suited to spectating, so there are a lot of shooters and platformers. Meanwhile, I've generally avoided speedruns too heavily reliant on glitches that bypass huge sections of a game (like this Pillars of Eternity run, for example). I'm not arguing these aren't legitimate: just that they're not as fun to watch.
The Elder Scrolls V: Skyrim
Bethesda made a big deal of Skyrim's 100 hour potential back in 2011, but I'm sure they're not surprised that speedrunner gr3yscale has beaten the game in less than 40 minutes. After all, Skyrim QA guy Sam Bernstein managed to complete the whole game, glitch and cheat free, in two hours and 16 minutes. If you know what you're doing, the biggest games can be reduced to a series of carefully timed leaps.
Gr3yscale's world record time of 39:24 uses a number of built-in exploits, but arguably more interesting than the run itself is this accompanying tutorial video on how he achieved it. The lengthy video is a step-by-step instructional, detailing everything from the graphics settings you should use (as low as possible) through to how to steal the Blank Lexicon from Septimus Signus in less than five seconds. If you've got any interest in the painstaking process of routefinding for a speedrun, it's a must watch.
For the best example of speedrunner Kahmul78 s thoroughness, look no further than the 1:56 mark below. The way he switches his inventory load out in the middle of a plunge attack demonstrates that every second is precious for an adept speedrunner. He won t need those newly equipped arrows for a while, but when you re looking to shave off precious seconds in a notoriously difficult game, you don t waste time.
After clearing the tutorial area, Kahmul78 takes a very unconventional route through Lordran. Using the Skeleton Key starting item he passes through New Londo Ruins and Valley of the Drakes into Darkroot Basin, then onto Undead Parish. This not only skips the second boss encounter, but it also means facing off against the first mandatory boss battle by the eight minute mark.
For the average first time player it s likely to take up to five hours to make that much progress (or about ten, if you re like me). The fact that this whole run wraps up in under 48 minutes naturally attracted a lot of attention when it was first posted. There are quicker Dark Souls speedruns out there which exploit a major glitch, but this is the real deal.
With so many tools at his disposal it's little wonder that Corvo Attano can get the job done quickly. He's not really meant to do it this quickly though, with speedrunner TheWalrusMovement completing the stealth adventure in 34:35. Attano's Blink ability a lightning quick dash mainly used for covert operations is utilised a lot in this run, to the extent that it's difficult to keep track of TheWalrusMovement's routing.
Nonetheless, Dishonored is a surprisingly enjoyable game to spectate, and TheWalrusMovement is forthcoming with his secrets. This world record run can probably be improved the runner's commentary points out a couple of areas of improvement but this is the best out there in the meantime.
Picture this: you ve just returned from Hell only to find that Earth is in worse shape. You were really looking forward to having a beer though, so you want to save the world as quickly as possible. But how quickly is as quickly as possible? How s 23 minutes and three seconds sound? Not bad at all! Start pouring.
The work of speedrunner Zero-Master, this Ultra-Violent mode playthrough managed to topple a record set in 2010 by Looper. That s a long time in speedrun years and it only managed to come out on top by 22 seconds. A backseat speedrunner will no doubt see areas of improvement in the below video, which Zero-Master concedes to in his YouTube description, but for the time being this is the quickest run there is.
While Doom 2 is probably the most popular speedrunning instalment in the series, it s worth checking out speedruns of the two Final Doom WAD packs too. These outings upped the difficulty dramatically, and if you want to see a run with a few clever rocket jumps, look no further.
Duke Nukem 3D
Duke 3D s Build engine is home to a lot of glitches very handy to speedrunners. As Duke speedrunner LLCoolDave explains in this video, a major one is crouchjumping . If you crouch while freefalling and then hit the jump key before touching the ground, Duke can clip through certain walls and structures. The engine in Duke 3D is less than stable, allowing for switches to be triggered from unintended vantage points and whole regions of levels to be skipped.
As in most glitchy speedruns, triggering the engine s limitations at just the right moment is an impressive skill in itself. Speedrunner Mr_Wiggelz manages to complete the game in 9:19 below, though it s worth noting that only the first three episodes of the Duke Nukem 3D Megaton Edition feature (the fourth episode didn t appear in the original game).
Mr_Wiggelz admits that he messed up a couple of times during this run, so it probably won t be long before we see it bettered.
Some genres, especially platformers and shooters, are particularly suited to the speedrun. Others, like the open world RPG, definitely are not. That doesn t stop people from trying to beat the likes of Pillars of Eternity, Skyrim and Fallout 3 in the time it takes to prepare an English breakfast, but there s inevitably glitches involved. Games like these are designed to eat up your time and life.
Rydou s 18:53 speedrun of Fallout 3 (that s 18 minutes, not hours) utilises a few glitches, but no cheats or third-party programs. As he explains on his YouTube page, this run makes liberal use of a quicksave bug. Basically, if you rapidly quicksave and then quickload you ll briefly have the ability to clip through walls. In this way, the player-character goes from birth to saving Washington in less than 20 minutes.
After a bit of publicity off the back of this speedrun, Rydou moved to emphasise the difference between cheating and exploiting glitches. For those who wonder about the legitimacy of the run, using and exploiting glitches have always been a part of the speedrun community. This is a way to push the game even further, and [is] not considered cheating.
An hour and 32 minutes might not sound impressive for a Half-Life 2 speedrun: the game's an all time classic and ten years old to boot. You can blame the game's regular unskippable dialogue sequences for that record, but hey, at least it gives record holder Gocn k some time to take a break. He needs it.
There are some interesting strategies in this video. GocAk makes liberal use of two traversal glitches common in Valve's Source Engine, namely Accelerated Back Hopping and Accelerated Side Hopping. For a stunning example of the former skip to the 29 minute mark, where a sequence of careful jumps actually propels the player into the air.
Sourceruns.org has a more detailed description: "When you exceed the game's speed limit, the game tries to slow you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going - the more you will get accelerated."
No big tricks or glitches here, just an exceptionally talented player. Speedrunner Dingodrole completes Hotline Miami in 20 minutes and seven seconds, but his ultimate goal is to get below the 20 minute mark. If you watch the whole run you'll notice there's very little room for improvement, and Dingodrole seems to have the routing down pat. He's been steadily chipping away at the time for a while now, so it's probably inevitable that this will be beaten some day.
I Wanna Be The Guy
It pays to know a game intimately before embarking on a speedrun, but that rule has a different meaning when it comes to I Wanna Be The Guy. A parodic love letter to 8-bit platformers, I Wanna Be The Guy subverts every reliable trope in the platformer rule book. Shiny red apples aren t collectibles: they ll kill you. Don t worry about reaching those spikes: they ll come to you. Nothing is predictable, and everything is learnt from the experience of dying. You can t learn this game, you have to memorise it.
So it s always fun to monitor the speedrunning community s progress with I Wanna Be The Guy (as well as its many follow-ups). You need a great memory and superhuman dexterity to complete the game once, let alone in 28 minutes and 40 seconds without glitches, as Tesivonius has done.
A few caveats: this is a segmented Portal speedrun, which means the game wasn't completed from beginning to end in a single playthrough. Instead, the best level times were stitched together for the final video. Additionally, there were four different speedrunners involved: Nick "Z1mb0bw4y" Roth, Josh "Inexistence" Peaker, Nick "Gocnak" Kerns, and Sebastian "Xebaz" Dressler. Some would argue a segmented speedrun is illegitimate, but wherever you stand on that matter, it's still interesting to see what's possible.
This run uses neither cheats or hacks, but it does exploit a number of glitches. "This run first started after the discovery of a new glitch, which snowballed into a whirlwind of discoveries of new tricks, skips, and glitches," the team writes. As you'll see below, the glitches make for a disorientating watch, but its fascinating nonetheless.
The Quake speedrun scene used to be massive, boasting its own highly organised community in the form of Quake Done Quick. The below video sees all four episodes of the game completed in 11 minutes and 29 seconds (on Nightmare difficulty!) and demonstrates world class bunny hopping and rocket jumping skills. The occasional glitch is implemented and whole chunks of certain maps are skipped with the help of rocket jumps, but no cheats were used.
Twitch streamer Bananasaurus Rex is, or was, the world authority on Spelunky. It was he who figured out how to kill the game s invincible ghost. It was he who achieved a solo Eggplant run (this involves carrying an Eggplant to the end of the game, obviously). It was he who collected $3.1 million worth of gold in a single playthrough. Arguably the highest bar he set was the legendary 5:02 Hell speedrun. Simply reaching Hell is difficult enough on its own, but completing the whole game using this route is punishment. Doing it in five minutes is God tier.
Unfortunately for Bananasaurus Rex, someone managed to beat his Hell run, and not by a measly couple of seconds. Youtuber Latedog beat secret boss Yama in 4:36, creating a new record which let s face it will probably only be beaten by accident. Like Bananasaurus Rex he utilises the warp device, which is somewhat reliant on luck but pretty much crucial if you want to shear minutes off a playthrough.
Super Meat Boy
When humankind is wiped off the face of the earth by some malevolent alien society, the planet s new inhabitants will learn a couple of things as they sift through the rubble. First, we really liked bottled water. Secondly, Coca-Cola was an especially totalitarian leader. Thirdly, we were really bloody good at Super Meat Boy.
Speedrunner Vorpal has been chipping away at the world record for a while, but this is the best he/she has managed so far: the base game completed in 17 minutes and 54 seconds. That stat doesn t include the dark levels or any of the retro themed ones, but anyone who has spent half-an-hour with Team Meat s punishing platformer will peek through fingers as Vorpal passes the final boss run by the skin of his teeth.
Speedruns can be beautiful. Twitch streamer sheilalpoint completes VVVVV in 12:12 in the below video, and watching it (with the sound down) can be like watching a weird 1970s art film about a little man s efforts to euthanise himself in outer space.
The beauty of this run is that there aren t really any major tricks, just a thorough knowledge of the game s layout. Sheilalpoint pulls some interesting maneuvers with the game s checkpoints particularly in one sequence where hitting them as they collide with spikes actually increases the momentum of the player character but otherwise, this is plain old fashioned mastery.
Team Fortress 2 would probably work as a musical, but, unless Valve has something spectacular planned for the game's ninth year, we'll have to make do with this mod. Created by 'Vincentor', it replaces every piece of dialogue in the game with exactly the same piece of dialogue, only auto-tuned.
The mod covers all vocals—including every class, NPC and the announcer. To install, just download the mod and extract it into "tf/custom" folder inside your Team Fortress 2 root directory. You'll have to supply the house backing track yourself.
Transmissions: Element 120 is a "short single-player" Half-life 2 mod that equips players with a new kind of gravity gun that enables them to leap over buildings and fall from great distances without suffering damage. Taking place after the events of Half-Life 2: Episode 2, it challenges players to figure out where they are and why they've been sent there. On the technical side, it boasts custom levels, code, models, sounds, and a number of upgrades to the Source Engine, including enhanced dynamic lighting, improved support for complex structures, and better AI. And it was all created by one guy.
"Hello, I've been working on this half-life 2 mod for 2 years, Transmissions: Element 120. It was a lot of hard work, coding, mapping, designing, modeling on nights and weekends but I'm finally done and its now available for free," the creator, who goes by the name of Shokunin000, announced on Reddit. "I hope you all like it, I put a lot of myself into this so be nice and enjoy. :) and of course valve deserves a ton of credit for letting me use their content to begin with."
I haven't played it yet, so I can't say if it's any good, but somebody at Gearbox certainly thinks so, because shortly after Shokunin000 posted his message, he was offered a job interview. "Hey, do you want a job in the industry? I work at Gearbox Software, we are currently looking for talent," a Redditor by the name of Jesterhole wrote in reply to the announcement. "This is 10x times better than most submissions I've seen. Great work. You should apply. I'd be excited to interview you. Good luck!"
In response, Shokunin000 described Gearbox as a "great company" but said he needed to discuss the offer with his family before he committed to it. We'll let you know which way he decides to go when we find out—in the meantime, why not give the mod a try? Download it free from transmission-element120.com, and if you dig it, throw it some love on Steam Greenlight.
I've been banging the Half-Life modding drum pretty hard the last couple weeks, but hey, there's been a lot of good stuff lately! For example, Transmissions. It's a Half-Life 2 mod that gives you a new custom adventure along with a new toy: a version of the gravity gun that lets you fire concussive orbs and perform a rocket jump.
The mod begins with the assumption that By Now You Know What You're Doing. Get ready from the start to solve a few environmental puzzles by moving crates around to act as steps, bust padlocks off doors, provide power to generators using ridiculously oversized plugs, carry objects in your invisible hands to act as shields against bullets, and so forth. It's also not going to hold your hand in terms of difficulty: you'll be faced with zombies and Combine turrets from the outset, and you won't have the standard gravity gun to help you cope.
Before long, however, you'll stumble into an abandoned secret lab where a prototype weapon has been developed, the Zero Point Energy Projector. It looks like a gravity gun, but you can't pick up things with it. Instead, you can fire a concussive orb that can be used to kill enemies, blast physical objects, and shatter obstructions. You can also fire it at the ground while jumping, which launches you into the air. While falling, you can also use it to cushion your landing.
The ZPEP doesn't need ammo, but it is tied to your auxiliary power, like your flashlight, so it does need time to recharge after about a dozen or so blasts. And, it's fun. The rocket jump is mainly used for reaching high spots on the maps, but the concussive orb is great for blasting zombies and soldiers, and for sending physical objects scattering before you.
It's something to keep in mind while you play: is there anything I can blast while I'm in a fight? For example, that cargo container dangling from a magnet? The one that strider is currently advancing under? Hey, maybe that will do something helpful.
The mod is short, but very challenging, and there are several arena-type maps featuring swarms of enemies, so be prepared for some scrambling. You do have access to some of HL2's other weapons, like the SMG, shotgun, and rocket launcher, but it's way more fun to simply try to Zero Point the crap out of everyone.
You can visit the Transmissions website right here, which has download links and instructions.
I know, right? I'm asking you to watch a twenty-minute internet video. Think how many shorter videos you could watch in that time! Think how many gifs you could see! You could watch this video of two geese honking almost 60 times.
Don't though, because Live and Let Spy is a quality Source Filmmaker production. It starts as a heist movie, goes a little bit James Bond, and then ends in all-out cartoon war.
Yes, the animation is a little off in places—the Spy/Heavy holding a broom is a bit weird, and the main Medic's arms are kinda odd. Still, for the majority of the film it's impressively smooth and expressive.
This is the third part of The Winglet's "Fedora Chronicles" series. It's a sequel to The Bolted Behemoth, which you can watch here.