Half-Life
hlheader


With another E3 come and gone and nary an official word from Valve about another Half-Life game, it's probably time to get some new content the old-fashioned way: with mods. Enter Hopelessness: The Afterlife, which gives Half-Life-hungry gamers about forty minutes of new-yet-retro action split between careful puzzle-solving and frenetic gunplay. Grab your crowbar: we're going back to Black Mesa.

So, yeah, another year, another E3, and another big "no comment" on Half-Life 3 from Valve. Frankly, I think it would be cool if, after all this time, they just announced Half-Life 2: Episode 3. That's right, after six longs years of waiting, here's two more hours of gameplay in the same engine, with the same assets. Kill a couple hundred more antlions, knock down a strider, and drive that damn car around while stopping every thirty seconds to look for a weapons cache. Oh, and there's a seesaw puzzle! You like those, right?

Can you imagine? We'd be both grateful and enraged at the same time.

For a scientist, Freeman did a lot of smashing. Here, we'll do a bit more fiddling.

Anyway. In the sequel to the original Hopelessness mod from 2013 (also worth your time), you are once again an unnamed scientist struggling to find your way out of the Black Mesa complex after the poop hits the paddles. Before you are darkened corridors, dead labcoats and barneys, and a bunch of locked doors. The first half of the mod will leave you wandering, weaponless, listening to the facility go to hell (or hell come to the facility, I suppose) while you navigate your way through the blood-splattered halls.

Back in the day when men were men and keys were absolutely enormous.

This isn't just a collection of new environmental puzzles built out of the same old parts, either. The first clue that you've got a bit more agency than Gordon Freeman, who basically just smashed his way through the joint like a rhinoceros, is upon spying a key through a grate. Can't smash the grate you've got no crowbar or weapons of any kind at that point but you could hook the key if you had something hook-like. Like a hook! Other puzzles involve fixing broken mechanisms with spare wiring and pliers, and finding keys to open doors instead of just smashing windows like a looter. Even opening vents requires something more subtle than a crowbar: a screwdriver. And how do you use a retinal scanner if your eyes don't have the proper clearance? Use someone else's, maybe?

Something tells me this is gonna get grisly.

Of course, this is still Half-Life, so not every puzzle is something new. I hope you remember how to crouch-jump. I hope you like awkwardly pushing/dragging those crates around and watching them slide forty feet past where you're trying to place them. I hope you like trying to climb ladders er, wait, ladder-climbing has basically never advanced beyond 1998, has it? It's still awkward as hell in every game. We should probably stop putting ladders in games altogether. How often, in real life, do you find yourself climbing a ladder, anyway? Never? For me, it's never.

When you find this guy before you find a gun? Time to run for it.

There are some nice additions to the atmosphere, too. Sounds, like distant screams, not-nearly-distant-enough screams, and at one point, someone sobbing softly behind a closed door made the Black Mesa complex spookier than its felt in years. Add in some well-timed lighting cues and it's genuinely pretty distressing to be trapped in there again. Half-Life has become so familiar over the years, it's nice to see a mod making it feel truly menacing and creepy again, especially when so much time is spent walking around with nothing to defend yourself.

Please wipe your feet. You've got scientist all over them.

Don't worry, it's not all creeping around, pushing crates, and unlocking doors. After a half-hour of holding nothing more dangerous than a pair of pliers, you'll suddenly be picking up guns left and right and finding the opportunity to empty them into aliens and soldiers alike. They're pretty much all here: headcrabs, zombies, bullsquids, and vortigaunts, not to mention the army that was sent to kill you and the army that was sent in to kill the army that was sent to kill you.

Remember these spec-ops jerks? They're back.

The end is, well, rather abrupt, as if the modder reached the end of the last map and said "Welp, I'm done," but then again, we're Half-Life fans. We're used playing to the end, wondering what's next, and not getting a satisfying answer. Right?

Installation: It's as easy as smashing a crate with a crowbar. Download the mod file, and extract it to your Half-Life directory. Then double-click the hopelessness2.bat file, and voila.
Half-Life
Half-Life screen


You know that first level of Mirror's Edge? I'm quite good at that. Pretty quick. Adequate. Such limited achievement at being fast in games is a small comfort when faced with this: a new world-record segmented speedrun of Half-Life. The speedrunning team of quadrazid, CRASH FORT, coolkid, pineapple, YaLTeR, Spider-Waffle and FELip have completely demolished Valve's 1998 FPS, beating the previous record by nine minutes. If you've got a spare 20 minutes (and 41 seconds), it's well worth a watch. Gordon's balletic flight through the halls of Black Mesa is almost mesmerising in its fluidity.



According to the team, the run took "almost four years of painstaking planning, theorycrafting and execution". It's a segmented run, which means the game's been divided into repeatable (and perfectible) chunks. In fact, the video's description reveals that over 317 segments were used, over 200 of which were under five seconds in length.

Additionally, the run makes heavy use of custom scripts. As the runner explain, "the most widely used scripts are jump spam, duck spam, 180 turn for gauss boost and precise use-key actions."

For comparison, the best single-segment run is 36:58, by Max 'coolkid' Lundberg, who was also part of the segmented team. You can see that slightly less acrobatic achievement over at Speed Demos Archive.
Half-Life
The Core


It's taken me a while to realise this, but the Half-Life games must be set in a fictional universe where everyone's a complete badass. I'd always thought Gordon Freeman was the exception, but now I'm not so sure. What about Barney? A security guard for scientists. Not a lot of action in that job, but he still made it through the Blue Shift expansion and then later infiltrated an alien police force. Now look at the protagonist of Half-Life mod The Core. A mild-mannered engineer? Nope. As you can see from this new trailer, he's jumping between crates and gunning down aliens with the best of them.



Despite having been in production since 2008, there's still no release date for this return to Black Mesa. In the trailer reveal post, the mod's creators talk about their desire to match the anticipation that's built up in the community over the years. "As the mod has grown in popularity," they write, "so too has the realisation that this mod has to be the best we can possibly make it. Expectations are running high and we are trying our absolute hardest to create the gameplay experience you folks deserve for supporting us."

For more on The Core, keep an eye on the ModDB page, or the official site.
Half-Life
Black Mesa: Source


Black Mesa: Source, the free high-def remake of Valve's first-person shooter classic Half-Life, is a clear example of how awesome the PC gaming/modding community is. For no reason other than they wanted to, the team behind Black Mesa painstakingly rebuilt Half-Life inside the Source engine, prettied up all the art, and released the result for free. On Tuesday - Half-Life’s fifteenth birthday - Black Mesa received permission from Valve to be sold on Steam.

“Last year, Black Mesa was one of the first Steam games to be Greenlit by you, our amazing fans,” project lead Carlos Montero wrote in a post on the community forums. “We've had quite a year since then, with a lot happening internally that we haven't been able to talk about... until now. Black Mesa has been given the opportunity to be sold as a retail product on Steam!"

The big surprise is Valve allowing Black Mesa to profit from what is, basically, a work of fan tribute. Although a groundswell of popular support put Black Mesa on the Steam store, there was never an expectation that the game would ever be anything other than free-to-play. "The use of Valve's for monetary gain was not predicated by our being greenlit," Montero tells PC Gamer. "This was really the only thing we thought to be possible at the time." It says a lot about the quality of Black Mesa that Valve is allowing them to profit from the Half-Life universe.

"This is an incredible honor—one we never expected—but also one we found hard to accept," Montero continued in his forum post. "We never developed Black Mesa with money in mind. Our team is made up of average, hardworking people, and no one joined the team to make money. For us, Black Mesa is purely a labor of love.”

While no price has been set, you'll soon be able to support the Black Mesa team for a “relatively low” price. The free version will still be available, however, and the team continues to plan frequent updates. High on that list is the release of Xen, the much-anticipated final chapter of the Half-Life remake, but unfortunately that update is "still a ways off."
Half-Life
Concept art source: ValveTime.net
Concept art source: ValveTime.net

Half-Life 3 remains in a state of existential limbo, just like it was around a week ago, before the long, long, long-awaited sequel cropped up on this European Union trademark site. As discovered by Valve Time, the trademark has now been removed, suggesting that it was most likely a hoax. Considering the proximity of the Portal 3 trademark listing, there's a good chance of that being a fake too. In better news, HomeLand season 3 starts on Channel 4 tonight, which...oh God, it's happening again.

Of course, that trademark listing was soon accompanied by a revealing peek through Valve's Jira database - which seemed to confirm that there are high-profile teams at Valve working on Half-Life 3 and Left 4 Dead 3 - and this probable hoax can't undermine that. What it does mean is that there's now nothing to suggest a Half-Life 3 (or indeed a Left 4 Dead 3) announcement is happening anytime soon, if indeed that's what a trademark listing even indicates in the first place. It's disappointing news, perhaps, but take heart from the Jira stuff - there are some very talented names knocking around there.

Thanks to Game Informer.
Half-Life
svencoop


After almost 15 years of making co-op mods for Half-Life and all its various iterations, the Sven Co-op team is creating a standalone version of their Half-Life mod, where it’ll be available on Steam for the unbeatable price of free.

Valve has kindly granted the modding team the ability to update and customize the Half-Life engine, which the team plans to tweak and modernize before the mod finds its home on Steam. The team of modders says it will be able to post updates more frequently thanks to Steam's content delivery system (which has been appropriately dubbed "SteamPipe").

“We are grateful beyond expression to Valve for their generosity and efforts put forth to make this possible,” one team member said in a forum post. “We’re looking forward to working with one of the greatest game engines ever made, and we can assure everyone that there are many, many more updates to come.”

The team also said players don't need to have purchased Half-Life to access the latest version of Sven Co-op and promised to post more news and updates in the near future. If anything, it’ll be interesting to see how far that team can push the dated Goldsource engine.
Half-Life
Half-Life 2

If you’re in the world-record setting speedrun business, your job got a little bit harder this weekend. On Saturday, the evil geniuses at SourceRuns posted a new world record speedrun video of Half-Life 2 completed in 1:27:51.09.

Speedruns are curious cocktails of obsessive practice, devoted love of a specific game and engine-warping bugs. The SourceRuns team made use of a number of known Source bugs, the most obvious being Half-Life 2’s reverse bunnyhopping glitch. When a player in the Source engine jumps, they receive a speed boost in the air and then a reverse force of friction when they land. If they’re jumping backward, though, they speed up in the air and then get a forward force of friction when they land. For some truly impressive acceleration, check out speedrunner Gocnak’s breathtaking, and backward, navigation of the coastal highway (41:47). Dr. Freeman’s iconic car gets left behind, but Gocnak soars directly into our hearts.
Other highlights include speedrunner UnrealCanine fighting back against the Combine oppressors with some choice graffiti (52:59). Unfortunate lowlights include, well, every time a speedrunner zoomed in to stare at the rear ends or chests of Alyx and Dr. Mossman (too many instances to link).
According to the video notes, the final speedrun took 600 days of work from over a dozen players, recorded in 200 segments on Hard difficulty. If, as you watch, you see a player glitch or launch past something in a way you've never seen before, check out Sourceruns wiki for a full description of the glitches used in the video.
Half-Life
HL3Diagram


In early May I visited Valve to do some research for a Dota 2 feature, which you can find in PC Gamer UK issue 254. While I was there, I asked no questions and received no answers about Half-Life 3. I'm as excited about it as anyone, but if Valve were planning to announce anything through me I assume I would know about it in advance.

I got home and I wrote the feature. Then, towards deadline on the issue, I wrote 'All Over'. That's the joke page at the back of the mag. Every month we close off with something that we hope will make our readers laugh, and it's usually based on the feature on the cover. For this issue, we thought we'd make fun of Valve.

The result was a fake elevator control panel with funny names for various floors in their building. Following yesterday's Half-Life 2 patch, a lot of people have become convinced that it's all part of an elaborate scheme to reveal the long-awaited sequel.

It's not. It's a joke, in the part of the magazine where we do jokes. It was written by me and designed by one of our art editors, Julian. Here's Julian's desk and the InDesign file.



There's no significance to the crossed-out entry for 'Half-Life 3 Development' being on floor 13 beyond the fact that American buildings tend not to have a 13th floor. The fact that it's crossed-out and that someone has replaced it with 'FPS developer terrarium' was intended to be so silly that nobody would take the suggestion seriously.

Valve also doesn't have a floor dedicated to knives. As far as I know, there's no 'Money Hose Control Centre'. 'Laser Bay 2' is an oblique reference to Tron.

I know that people are desperate to play a Half-Life sequel and that any scrap of news is seized upon, but this really is time to put the conspiracy theories down. Unless you're having fun! In which case, keep going - but don't expect any answers, because I don't have them.

I've also had quite a lot of angry messages on Twitter today from people who have taken it personally. Comments have ranged from the comically insincere - "you're worse than Hitler!" - to the comically might-be-sincere - "you're worse than Todd Howard." The rest are mostly just regular internet abuse.

I'd like to say sorry to anyone who got swept up in this and was disappointed, but I would also suggest that anyone willing to insult a stranger over a joke about a videogame should take a look at their priorities.

Don't confuse causation and correlation. Sometimes a coincidence is just a coincidence, and not the trigger for an ARG - or a witch hunt. I would love Valve to announce a new Half-Life game, but I don't think it's a topic so important that it can't be joked about.

Either way, I wasn't prepared for unforeseen consequences.
Half-Life
Portal 2 ARG


When Portal 2 was announced, the news dropped through an elaborate scavenger hunt puzzle that sent thousands of players crawling all over the internet. Years later, we finally get to see some of the work that went into making that alternate reality game, as told by celebrated Half-Life modder (now Valve employee) Adam Foster in a blog post at Gamasutra.

Foster, one of the designers of the ARG puzzle from Valve, describes the elaborate trail of puzzles that the Portal-playing community was able to decipher. It began with a seemingly mundane game update for Portal 1: “changed radio transmission frequency to comply with federal and state spectrum management regulations.” That update changed the radios found throughout Portal into Morse Code-dispensers. The code was deciphered into slow-scan television images. Somehow—my knowledge of information theory and cryptography ran dry a paragraph ago—these images were combined into an elaborate code, which was then hacked. Remember: none of us is as smart as all of us.



The result? A phone number to an ancient modem in Foster’s kitchen that slowly drip-fed Portal 2 concept art to announce the game to the world. The ARG team at Valve did a fun thing with no budget, and it caught the attention of the world’s games media. It was also an intricately designed puzzle that, despite a few false positives, played out exactly as Valve designed. As Foster writes, “Estimated time to 'solve' the initial puzzles: seven hours. Actual time to solve: seven hours and sixteen minutes. This wasn't an accident.”

We are all just puppets dancing on Gabe Newell’s strings, aren't we? Check out the full blog post from Foster for a lot of fascinating details about ARGs and the devious geniuses at Valve.
Half-Life
Rumor: Half-Life 3?


Are we finally going to be able to play Half-Life 3? While Valve isn't exactly holding press conferences or sending marching bands through the streets yet, a recent slip in its system supposedly exposed the details of every project it's ever worked on—including the long-fabled conclusion to one of gaming's best series, as well as Left 4 Dead 3 and Source Engine 2.

The tip-off comes to PC Gamer via ValveTime, who recently received alleged screenshots of Valve's internal project-tracking software (Jira) during a momentary lapse in which is the system was made public (it has, of course, since been locked up tight again). The images show a 42-employee mailing group for a project entitled "Half-Life 3," as well as a mailing group for "Left 4 Dead 3" with 68 recipients.

Meanwhile, the development of Source 2 appears to be plugging along nicely, with the numerous groups devoted to the project hinting it's in full swing. Other project listings include familiar names such as "Return to Ravenholm," "Steam Box," and "Episode 3," as well as the more mysterious "F-Stop" and "SteamMMO."

One of the screenshots sent to ValveTime.

Before we start waving about banners emblazoned with Gordon Freeman's handsome face, we have to keep in mind that this info dump is in no way an official confirmation of anything. Firstly, these screenshots come from an anonymous source and cannot be verified. Secondly, Jira catalogs everything that has ever been worked on within Valve's walls, regardless of development stage, and some of the listed titles may very well have been canceled years ago.

ValveTime hypothesizes that games further in their development cycle have multiple mailing lists, as Left 4 Dead 3 does—suggesting that it is in active development. This is in contrast to Half-Life 3's single  group, which suggests that its development is either inactive or in the very beginning stages.

We'll be keeping our ears perked for further details. In the meantime, let's pray that a tiny Half-Life 3 embryo is kicking about somewhere in the Valve HQ, preparing to grow into something grand.
...

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