PC Gamer

TRIGGERNOMETRY

We write about FPSes each week in Triggernometry, a mixture of tips, design criticism, and a celebration of virtual marksmanship.

There isn t enough poetry being written about guns. Not literal limericks or sonnets (that would be creepy), but words that dig into and capture what makes one game s AK-47 more fun than another s.

Weapon feel continues to be the nebulous catch-all for the nuances that make guns fun. Most of the reviews of shooters I read offer the same praise: guns feel great or feel really powerful. If the writer s being generous, they ll use a word like punchy to describe an SMG. I ve been guilty of this too during my six-year term at PC Gamer.

Months of work goes into designing, animating, and balancing the things that put the S in FPS, so maybe we should take a moment to talk about what makes a good gun good.

I think the visual design of weapons matters far less than we think it does. There s a tendency, probably because they re planted right in front of our perspective at all times, to think of guns as a collection of aesthetics: firing and reload animations, SFX, screen shake, particle effects, and the death animations they produce. Those things make a gun, right? So if those things are good, surely we have an interesting and fun video game weapon, right?

No. Consider the AWP: it s olive green, it s bland, and its simple animations are more run-of-the-mill than Rambo. The only aesthetically remarkable thing about the most revered, iconic, and infamous sniper rifle in a video game is that it s a bit loud. And yet thousand-comment debates erupt when Valve tweaks the way the AWP s scope works. Why?

A gun s look and sound are part of its personality, sure. But if you ask me, great video game weapons have meaningful, interconnected relationships with other game elements. Those elements differ from game to game, of course. In CS case, the appeal of the AWP is born from the fact that CS is an FPS with body-part-specific damage modeling and no respawns. In that context, it s the only gun that grants an instant kill if you tag someone above the waist.

That feeling of possibility is fun within the strict rules of CS movement: if you can hit it, you can kill it… but you also can t be moving too much when you fire. With that power comes responsibility, too. Killed players surrender their equipped weapon in CS, and stolen AWPs not only save your team $4750 but act as a kind of trophy. This is doubly the case in CS:GO, where a player s custom AWP skin reminds all spectators which irresponsible player allowed their AWP to fall into enemy hands. Buying an AWP, then, to some extent, announces to the rest of the server: I think I m a good enough shot to protect this valuable asset from the other team.

All of this makes the AWP a weapon with abundant meaning. Even its shortcomings (slow rate of fire, difficult to use in close quarters) are a source of fun: the noscope is a revered skillshot.

In Tribes case, its weapons shake hands with its player movement really well, arguably the quality that defines it as an FPS. Again, like the AWP, the Spinfusor isn't visually extraordinary: it fires discs at a medium speed, and its animations and SFX are pretty modest. But the Spinfusor is the perfect fit, the perfect baseline weapon in a game where your targets are typically skiing along the ground at high speed. Its splash damage leaves room for error and its relatively slow travel time creates an exciting feeling of uncertainty as you admire your shot. Like throwing up a three-pointer in basketball, you get to experience that arc of Will it go in? It might not go in. It went in! as the disc travels toward its target.

The Fusion Mortar creates the same sort of feeling while operating as a parabolic siege weapon. The design of the weapons actually encourages you to spend as much time as possible in the air: the threat they pose encourages you to master movement to have the best chance of staying alive. In each of these examples, the weapons strengthen the meaning and significance of core systems like movement, damage modeling, or weapon purchasing.

Announcement - Valve
For the next six days, take advantage of huge savings throughout the Steam store on thousands of titles. Plus, discover new and recommended games on your personalized Exploration Sale page here. Check back each day for new Daily Deals.

Today’s Featured Deals Include:


The Steam Exploration Sale runs from now until 10AM Pacific Time, December 2nd. Complete information on Daily Deals and other special offers can be found on Steam.

Product Update - Valve
An update has been released for Left 4 Dead 2.

- Fixed low volume with some speaker configurations.
L4D Blog
L4D Blog
PC Gamer
9 left 4 dead 2


When Valve resubmitted Left 4 Dead 2 for classification in Australia earlier this month, many wondered whether the company had plans to re-release the game. Well, anything is possible, but in the meantime if you own the censored version of Left 4 Dead 2 a free patch is now available on Steam which will grant you access to all the gratuitous violence you've been deprived of.

It's good news for Australians, as until now we've had to jump through hoops in order to play the unedited version. Originally denied classification in 2010 due to its extreme violence, the game was resubmitted for classification following the introduction of an R18+ rating back in early 2013. The patch can be accessed via the Left 4 Dead 2 Steam page over here in the 'downloadable content' section.

To make matters better, if you've never played the game before then it's currently available with a 75 per cent discount, which is nice. There's never been a better time to hack zombies to death with wrenches.
PC Gamer
left4dead2


If you live in Australia and play video games you probably visit the Australian Classification Board website occasionally. You do this because a) you want to make sure a new game isn't banned, and b) to see if the notoriously leaky website has revealed, say, Half-Life 3. As for the former, many will remember the rage back in 2010 when the Office of Film and Literature Classification denied Left 4 Dead 2 classification in Australia, which forced Valve to release a censored version in that region. The censored version sucked, to put it kindly.

That was back when there was no R18+ classification in Australia. Since the new category rolled out at the beginning of 2013 things have started to improve, though both Saints Row 4 and South Park: The Stick of Truth were altered in Australia last year to protect our sensitive little souls, incapable as we are of distinguishing between video games and real life.

The upside is that Valve, for some reason, has resubmitted the full uncensored version of Left 4 Dead 2 to the board, and it has passed with an R18+ rating. Most PC gamers will have acquired the full version through other channels anyway, but for what it's worth: you can now play the full, uncensored version of Left 4 Dead 2 in Australia without fear of retribution. Which is nice.

Whether this means Valve intends to reissue the game (either itself or through its then-publisher Electronic Arts), we don't know. But it's a nice gesture nonetheless. You can now indulge in gratuitous zombie dismemberment without fear of reprisal.

Cheers, Kotaku.
L4D Blog
PC Gamer
Dota 2 tools


The Dota 2 Workshop update is even more interesting than it first appears. The new tools include an overhauled edition of Valve's Hammer level editor, and the update download adds a 64-bit build of Dota 2. Both contain allusions to the next generation of Valve's Source engine. Set the Half-Life 3 alert to DEFCON beige.

Technically-minded modders and map-making enthusiasts are busily dissecting the tools in detail, but it's immediately clear that Hammer has been greatly improved. The interface has been overhauled, and the editor now renders the level in real-time as you tweak level geometry. It also runs on a new file structure. When you open a file in the editor, you can now choose to open a new "vmap" file, or an old fashioned "Source 1.0 Map File". The community is still puzzling over the advantages offered by the new directory system, but it looks like Valve are laying important groundwork for future releases.

It's interesting to note how user-friendly the new tools are. Dota Redditors are already having fun with functions that let you sketch out levels quickly (via DarkMio) using tilesets. As well as Dota 2's traditional forest set, there's the wintry Frostivus set and this one. Valve have a history of encouraging user-created content, including campaigns and levels. Hammer's complexity surely stunted the potential of Left 4 Dead's ecosystem a problem Valve tried to circumvent with Portal 2's lovely level-creation tools. Nu-Hammer could serve as a friendlier entry point for tinkerers.



In addition to all that, the latest Dota 2 update also adds a 64-bit version of the Dota 2 client, which you'll find tucked away in steamapps/common/dota 2 beta/dota_ugc/game/bin/win64. It contains numerous references to second-gen elements, like "engine2.dll", "materialssystem2.dll" and "vphysics2.dll", and comes with a colourful new console. It's a bit premature to say that Dota 2 has been ported to Source 2 wholesale, we're likely looking at an interim step as Valve roll out tools designed to support their current games and future projects.



This is quite exciting nonetheless. Publicly Valve have been laser-focused on Dota 2, but are of course rumoured to be working on Left 4 Dead 3 and, what was it again, Hearth-Life? Bath-Life? As someone who likes Valve games, but can't quite get into Dotes, I wait in meditative stasis for a new Valve happening, be it an announcement or an ARG. Our time will come.
Shacknews - Robert Workman
Ever since Valve wrapped up Left 4 Dead 2 a few years ago for Xbox 360, fans have been wondering when they could kill a whole bunch of zombies again with their friends. According to a former employee of the company, it's may not be too far off.
...

Search news
Archive
2014
Dec   Nov   Oct   Sep   Aug   Jul  
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002