PC Gamer

Everyone still wants Half-Life 3. People feel its continued absence like a pain in the gut. Some people carry this weight around with them every day, and may well do so for the rest of their lives. Some people, when you say something nice has happened, silently whisper to themselves "Half-Life 3 confirmed?" 

This doesn't mean we ought to 'engulf' the lives of Valve employees, as a press release for a new crowdfunding campaign calls upon us to do. A ploy concocted by two interns at New Mexico ad firm McKee Wallwork & Co., the campaign is seeking $150,000 to organise a series of events and advertising sprees intended to persuade Valve to develop the anticipated installment. 

It's a unique idea - and it's probably not as dodgy as it sounds - but some of the wording is very problematic indeed, especially in light of recent harassment campaigns in the games industry. According to the press release received by VentureBeat, Half-Life fans have "never truly shown a united front", though "a little concentrated effort might finally get us what we want. The press release headline reads Indiegogo campaign to engulf Valve employee s lives.

VentureBeat reached out to the campaign creators Chris Salem and Kyle Mazzei, and this is what they had to say regarding the potential for harrassment. Obviously, lines like [engulf people's lives] is a little sensationalized to get people s attention, Salem said. But we think we re doing everything in a good-hearted way. We aren t going to have people camped out in front of Valve headquarters for weeks at a time. It s just going to be a one-day thing.

The IndieGoGo crowdfunding campaign involves the purchase of Google Ad Words, mobile billboards, a Valve doorstop campaign populated by Gabe Newell look-alikes and a concert. It's currently raised $36.

PC Gamer

There have been a lot of visions of the post-apocalypse, but if you've been waiting for one in which a sleepy-voiced robot guides you through a series train-based environmental puzzles in the year 2525, then you're in luck. Also, you're a little strange. Also, this mod is a little strange, even in name. It's called Steam, Tracks, Trouble & Riddles and it's for Half-Life 2: Episode 2.

First, some back-story, which is presented nicely through a series of hand-drawn images. It seems the Cuban Missile Crisis didn't end so agreeably in this reality. The nukes were launched, humans were essentially wiped out, and... well, frankly, how that leads to solving train puzzles in Berlin in the distant future, I'm not entirely sure. The important thing is, there's a bunch of train puzzles and a friendly robot to help you solve them.

At least he's on our side. I'm so used to fighting robots in the future.

It's notable that Ross Scott voices the robot, which is cool, though his voice has been slowed down to the point where it feels like it could be anyone reading the lines, which is sort of an odd choice. I'm fairly sure Scott didn't write the script, either, as the robot isn't particularly funny. The robot is, however, well designed and animated, and I enjoy the fact that he has another, smaller robot living in his head who pops out now and then. Also, for a robot who trundles around on a single wheel, I find him much more enjoyable than, say, Claptrap, especially in terms of volume.

Even the Space Marine from Doom never had to deal with a key this big.

The first thing you do in the mod is sort of the worst thing: you manipulate the slowest-moving crane ever built into picking up the parts of a railway handcar and drop them into a pile. It's not hard, and there's only three pieces, it just takes a while. If you can power through it, things get more enjoyable.

I'm no engineer, but a skull and crossbones on a blueprint probably ain't good.

Once built, you drive your handcar along the tracks, stopping at occasional obstacles. Maybe there's a bridge that's not aligned properly, or a wall that needs to be destroyed, or some other sort of obstruction or obstacle on the track, meaning you'll need to stop, get out, look around, and figure out what the heck you're supposed to do. Often, there's a bit of guesswork involved before you can even start working on the puzzles. A series of valves and pipes means you'll need to open some and close others, obviously, but it can take a while to figure out exactly why the ones that need to be closed need to be closed. Y'know?

Oh man, it's gonna take ages to walk to the end of this quote.

Of course there's a generator puzzle, and some batteries have to be fetched to power certain devices, and this being built in Half-Life 2, you'll naturally need to find a cable with a giant plug to plug into a giant plug-hole at some point. There are also some explosive barrels to be disarmed, as well as some electrified tracks and poison muck to avoid falling into. Finally, you'll face a massive gauntlet of moving trains while traversing narrow passages near the end, which is sort of like playing Frogger from a first-person perspective. You can't sprint in this mod (for some reason) but hopping will speed you up. I recommend hopping. I recommend hopping everywhere, in fact.

Wish my computer had a big light-up GO! sign. It'd motivate me like crazy.

Help from your robot pal is somewhat intermittent. Sometimes he'll tell you exactly what to do, but other times he'll only provide encouragement. "Good job!" he said at one point, when I had been opening and closing valves more or less at random for several long minutes. It wasn't terribly specific, but at least he'd let me know I'd done something right, which helped me figure out the rest of the puzzle.

I like a little honesty in my buttons.

This isn't a terribly long mod, maybe two hours, unless you get stuck. (If you do, there's a lovely and fully comprehensive walk-through PDF created by the modder in the download section below). It's a bit uneven: some portions are really beautifully done, especially the robot and some of the custom machinery you'll need to manipulate, while some portions of the levels can feel a bit plain and uninspired. It's also not something to speed through: a lot of time needs to be spent just wandering around the various puzzles, experimenting and trying to determine what needs to be done. If you're looking for a thoughtful, mostly gentle, moderately paced puzzle mod, though, this is a nice one.

Installation: It's easy! Just download it here, open the .rar file, and drop the contents into your /sourcemods folder in your Steam directory. Then restart Steam and you'll see S.T.T.&R. in your Steam library, ready to launch.

PC Gamer
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title="Permanent Link to Mod of the Week: Double Action Boogaloo, for Half-Life 2">Mod of the Week



Amidst a flock of startled doves I dive left, my dual pistols blazing, and take down one enemy as another evades me by back-flipping off a wall. As I empty both clips, my dive becomes a prolonged sideways slide which takes me right off the roof of the skyscraper. I'm not alone: another thug sails over the ledge and joins me on my long plummet to the ground. While falling, I reload both guns and we trade fire all the way down to the street. Did I mention this happens in slow-motion? It's as if Jon Woo directed The Matrix when you play Double Action Boogaloo, a multiplayer mod for Half-Life 2.

Whoah.

What I described isn't some rare occurrence in Double Action Boogaloo. It happens roughly every ten seconds or so, because the mod is built on the elements required for such exciting, cinematic shenanigans: jumping, diving, sliding, flipping, running and gunning, and of course, slow-motion. Throw in some of Jon Woo's flapping doves and a few trench coats from The Matrix, and you've got a frenetic multiplayer action game consisting of nothing of movie trailer moments.

Fight ain't over til someone hits the ground.

Choose a player model of the three provided: Diesel, a biker, Vice, a hard-boiled detective, and Eightball, a somewhat familiar-looking gambler. Then, choose your specialty. The Marksman has better aim, reduced recoil, and faster reloading. The Bouncer punches faster and does more damage with his fists. The Athlete runs faster, dives farther, and slides longer (three things you will be doing a lot of). You can also pick a class that carries more grenades, and one that increases your slow-motion powers.

Startled doves included.

It's not just about shooting people, of course, it's about shooting people while doing awesomely acrobatic things. Shooting someone while diving is cool. Shooting someone and killing them while diving is cooler. Shooting someone in the head, thus killing them, while diving, is cooler still. The game rewards you for your coolness with style points that allow you to boost the skills of whichever specialty you've chosen. Gain enough points and you can activate bullet-time powers.

One sliding, two diving: the guy standing doesn't stand a chance.

Slow-motion doesn't seem like it would work in multiplayer. I mean, say I slow down the action. Doesn't the action slow down for everyone else, too? Well, yeah. Doesn't that mean anyone can enjoy my slow-motion powers at the same time I'm enjoying them? Well, yeah. That's why it's so cool! You have a slight advantage in that you choose when to activate it, but otherwise, it's like a gift to the entire server as everyone enters bullet-time and enjoys a cinematic shootout at the same time.

The kill-cam captures your finest moments.

There are a few maps to play, and they all feel perfectly appropriate for awesome movie-style shootouts. There's a subway station, complete with rushing commuter trains, perfect for leaping out of the way just in time to avoid being splattered. Also perfect for not leaping out of the way in time and being splattered. There's a couple of industrial maps as well, and of course, the best one, the rooftop skyscraper map, allowing for extended leaps through the air and long slides off of ledges, plus the awesome plummeting gunfights down to street level. Nicely, if you happen to fall off a roof alone, you don't have to fall all the way to the bottom twiddling your thumbs: a simple keypress will let you respawn topside.

Dive + headshot = Dive Kill. That's my kinda equation.

There are some objectives, sometimes, among all the high-octane carnage. Players may be targeted if they're doing well, letting everyone know where they are on the map so they can be hunted down. One player may be carrying a briefcase of cash, and sometimes a race will begin, leading players through several checkpoints. Mostly, though, this is a game about diving and rolling and sliding and shooting, and even when objectives pop up, the action never really slows down or changes.

Dodge, Dip, Dive, Duck, and Dodge!

In case I haven't been clear, this mod is super fun, full of crazy stunts and non-stop action. There's a first-person mode, which works quite well, though you miss out on seeing all the crazy moves your character is doing. There's a handful of servers available, and at least a couple nearly-full games going on around the clock. Get in there, load your double-guns, and dive in.

Installation: There's a self-installer right here. You'll need Half-Life 2 on Steam, and it'll even check if you've got Source SDK Base 2013 Multiplayer installed, and if not, will download it for you. Once installed, just restart Steam and Double Action Boogaloo will appear in your library.
PC Gamer
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title="Permanent Link to Source 2 tools teased in Dota 2 update">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.
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title="Permanent Link to Half-Life 2 mod NeoTokyo released as standalone package on Steam">NeoTokyo



Competitive first-person shooters love to depict the gritty 'realism' of soldiers locked in an endless war of explosions and swearing. NeoTokyo isn't entirely different, but supplements its urgent shooting with cyberpunk and a nice soundtrack. After being successfully Greenlit in 2012, the Half-Life 2 mod is finally available to download directly from Steam now entirely free from its SDK dependencies.

If you've not played the mod, it's similar in style to Counter-Strike albeit a class-based Counter-Strike that's been clearly inspired by Ghost in the Shell. As the title elegantly suggests, it's set in future Tokyo, where a war is raging between the NSF and JINRAI. There are two modes to play Team Deathmatch and Capture the Ghost. The 'Ghost' in question is the top half of a robot lady. It is cyberpunk as all heck.

You can now grab the game for free directly from Steam, and, if you'd like to know what you're getting yourself into, can read up on NeoTokyo's peculiarities here.

PC Gamer
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title="Permanent Link to Half-Life 2 review November 2004, UK edition">half life 2 3



Every week, we publish a classic PC Gamer review from the '90s or early 2000s. This week, Ben Griffin provides context and commentary followed by the full, original text of our Half-Life 2 review, published in the November 2004 issue of PC Gamer UK. More classic reviews here.

What more can be said about Half-Life 2? Jim Rossignol's words below still do a fine job of summing up just why the world got worked up over a singleplayer shooter. November 2004 was a standout month for PC gaming, and indeed PC Gamer: a 96% for Valve's opus, 95% for Rome: Total War to a 95%, an 89% FIFA 2005, and Shade: Wrath of Angels with a, er, 59%.

But the game we called 'messianic' was all that mattered that month, and indeed, that year. Not only did it kick off Valve's (eventually) world-conquering Steam service, but it courted criminals too. After FBI involvement and a concerted effort from Valve's community, the stolen Half-Life 2 code was returned several anxious months later, but not after a making dear old Gabe sweat through a heavily delayed development schedule. Could this be the official birth of Valve time?

And Half-Life 2 still matters. Just shy of a decade on, memories linger in the collective conscious. The gravity gun. The hoverboat. Striders. Dog. Ravenholm, to which we definitely do not go. The game left an indelible mark on its landscape, and not only in terms of those iconic moments. Underneath it all, the Source engine gave modders and developers a good platform on which to base their game. It's still being used today albeit in a heavily modified form in Respawn's multiplayer shooter, Titanfall.

So there it is, one of the greatest PC games in history. Here's our original review in full.

Half-Life 2 review

It was all in that moment when I just sat back and laughed. I couldn t believe it was quite this good. I chuckled in muddled disbelief, expectations utterly defied. My nervous fingers reloaded the level, knowing that I had to see that breathtaking sequence one more time. It was then that I knew for certain: Valve had surpassed not only themselves, but everyone else too. Half-Life 2 is an astounding accomplishment. It is the definitive statement of the last five years of first-person shooters. Everything else was just a stopgap.

Half-Life 2 is a near perfect sequel. It takes almost everything that worked from Half-Life and either improves on it, or keeps it much the same. But that simple summation undersells how the Valve team have approached this task. Half-Life 2 is a linear shooter with most of the refinements one would expect from years of work, but it is also a game of a higher order of magnitude than any of the previous pretenders to the throne. The polish and the stratospheric height of the production values mean that Half-Life 2 is a magnificent, dramatic experience that has few peers.

It would be madness for me to spoil this game by talking about the specific turn of events, so spoilers are going to be kept to a minimum. We re going to talk about general processes and the elements of style and design that make Half-Life 2 such an energising experience. Key to this is the way in which Gordon s tale is told. Once again we never leave his perspective. There are no cutscenes, no moment in which you are anything but utterly embedded in Gordon s view of the world. Everything is told through his eyes. And what a story it is. Gordon arrives at the central station at City 17 a disruptive and chilling dystopia. And from there? Well, that would be telling. This is not the contemporary America that Gordon seemed to be living in during the original Half-Life. The events of Black Mesa have affected the whole world. The crossover with Xen has meant that things have altered radically, with hyper-technology existing alongside eastern bloc dereliction.



The world is infested with head-crab zombies and the aliens that were once your enemies now co exist amongst the oppressed masses. This very European city is populated by frightened and desperate American immigrants, and sits under the shadow of a vast, brutalist skyscraper that is consuming the urban sprawl with crawling walls of blue steel. It s a powerful fiction. City 17 is one of the most inventive and evocative game worlds we ve ever seen. The autocratic and vicious behaviour of the masked Overwatch soldiers immediately places you in a high-pressure environment. People look at you with desperate eyes, just waiting for the end to their pain, an end to the power of the mysterious Combine. Who are they? Why are you here? Who are the masterminds behind this tyranny? The questions pile up alongside the bodies.

Half-Life 2 isn t big on exposition, but the clues are there. You re thrust into this frightening near-future reality and just have to deal with it. Your allies are numerous, but they have their own problems. Your only way forward is to help them. And so you do, battling your way along in this relentless, compelling current of violence and action, gradually building up a picture of what has happened since Black Mesa. The Combine, the military government that controls the city in a boot-stamping-face kind of way, are a clear threat, but quite how they came to be and what their purposes are become aching problems. Once again Gordon remains silent, listening to what he is told so that you can find those answers for yourself.

But even with Gordon s vaguely sinister silence (something that is transformed into a subtle joke by the game s characters) there are reams of dialogue in Half-Life 2. It is spoken by bewilderingly talented actors and animated with almost magical precision. Alyx, Eli, Barney and Dr Kleiner are delightful to behold, but they only tell part of the story. There are dozens of other characters, each with their own role to play. And each one is a wondrous creature. They might be blemished, even scarred, with baggy eyes and greasy hair, but you can t tear your eyes away. People, aliens and even crows, have never seemed quite so convincing in a videogame. Doom 3 s lavish monsters are more impressive, but Half-Life 2 s denizens are imbued with life. More importantly, they offer respite. Half-Life 2 s world is a high-bandwidth assault on the senses that seldom lets up. That moment when you see a friendly face is a palpable relief. A moment of safe harbour in a world of ultraviolence. As Gordon travels he is aided by the citizens of City 17 and the underground organisation that aims to fight the oppressors. Their hidden bases are, like the characters who inhabit them, hugely varied an abandoned farm, a lighthouse, a canyon scrapyard and an underground laboratory each superbly realised.



It is this all-encompassing commitment to flawless design that makes Half-Life 2 so appealing. Even without the cascade of inventiveness that makes up the action side of events, the environments become a breathtaking visual menagerie. Cracked slabs and peeling paint, future-graffiti and mossy slate, tufts of wild grass and flaking barrels, shattered concrete and impenetrable tungsten surfaces City 17 and its surrounding landscape make you want to keep exploring, just to see what might be past the next decaying generator or mangled corpse. Whether you find yourself in open, temperate coastline or mired in terrifying technological hellholes, Half-Life 2 presents a perfect face. The first time you see ribbed glass blurring the ominous shape of a soldier on the other side, or any time that you happen to be moving through water, you will see next-generation visuals implemented in a casual, capable manner. Half-Life 2 doesn t have Doom 3 s groundbreaking lighting effects, but objects and characters still have their own real-time shadows and the level design creates a play of light and dark that diminishes anything we ve seen in other games. The very idea that people have actually created this world by hand seems impossible, ludicrous. The detritus in the back of a van, the rubbish that lies in a stairwell it all seems too natural to have come about artificially. Add to this the split-second perfection of the illustrative music, as well as the luscious general soundscape, and you have genuinely mind-boggling beauty.

But these virtual environments are little more than a stage on which the action will play out. And what jaw-dropping, mind-slamming action that is. What s tough to convey in words, or even screenshots, is just how much impact the events of combat confer. This is a joyous, kinetic, action game. The concussive sound effects, combined with the physical solidity of weapons, objects, enemies and environment, make this a shocking experience. Each encounter is lit up with abrupt and impressively brutal effects. Explosions spray shrapnel and sparks, bullets whack and slam with devastating energy. The exploding barrel has never been such a delight. You think that you ve seen exploding barrels before, but no: these impromptu bombs, like everything else in the game, are transformed by the implementation of revelatory object physics. Unlike previous games, the object physics in Half-Life 2 are no longer a visual gimmick they are integral to the action and, indeed, the very plot.

Gordon can pick up anything that isn t bolted down and place, drop or hurl it anywhere you choose. Initially this consists of little more than shifting boxes so that you can climb out of a window, but gradually tasks increase in complexity. Puzzles, ever intuitive, are well signposted and entertaining. If they re tougher than before they re still just another rung up on what you ve already learned. This is immaculate game design. There are a couple of moments in these twenty hours where something isn t perfect in its pace or placing, but these are minor, only memorable in stark contrast to the consistent brilliance of surrounding events. There is always something happening, something new. You find yourself plunging into it with relish. Just throwing things about is immediately appealing. You find yourself restraining the impulse to just pick up and hurl anything you encounter. (Free at last, I can interact!) Black Mesa veteran Dr Kleiner is remarkably relaxed about you trashing half his lab, just to see what can be grabbed or broken. Combine police take less kindly to having tin cans lobbed at their shiny gasmasks.



But the core process of this new physics, the key to the success of the game, is to be found in the Gravity Gun. Once you ve experienced vehicular action and got to grips with combat, Half-Life 2 introduces a new concept the idea of violently manipulating objects with this essential tool. The gun has two modes, one drags things toward you and can be used to hold, carry or drop them. The other projects them away and can either be used to smash and punch or, if you re already holding something, hurl it with tremendous force. A filing cabinet becomes a flying battering ram, dragged towards you and then fired into enemies, only to be dragged back and launched again to hammer your foe repeatedly, or until the cabinet is smashed into metal shards. Pick these up and you can blast them through the soft flesh of your enemies.

Killing the badguys with nearby furniture becomes habitual, instinctive. Or perhaps you need cover from a sniper picking up a crate will give you a makeshift shield with which to absorb some incoming fire. Likewise, you immediately find yourself using the gravity gun to clear a path through debris-blocked passages, or to pick up ammo and health packs, or to grab and hurl exploding barrels at encroaching zombies, setting them ablaze and screaming. You can even use it to grab hovering Combine attack-drones and batter them into tiny fragments on concrete surfaces. Soon the gravity gun is proving useful in solving puzzles, or knocking your up-turned buggy back onto its wheels. Yes, a buggy. I ll come back to that. The gravity gun isn t just another a weapon, it s the soul of Half-Life 2. Do you try to bodge the jump over that toxic sludge, or take the time to use the level s physics objects to build an elaborate bridge? Do you waste ammo on these monsters or pull that disc-saw out of where it s embedded in the wall? Of course, you always know what to do. When there s a saw floating in front of your gravity gun and two zombies shamble round the corner, one behind the other, well, you laugh at the horrible brilliance of it. Yeah, I think that was the moment that I sat back and laughed. It s just too much.

Sometime after these experiments in viscera comes Gordon s glorious road trip. Simplicity incarnate, the little buggy is practically indestructible, but also an essential tool for making a journey that Gordon can t make on foot. Dark tunnels, treacherous beaches and bright, trap-littered clifftops become the new battleground. Like the rest of the game there are oddities and surprises thrown in all the way through. The bridge section of this journey would make up an entire level in lesser shooters. And yet here it is, just another part of the seamless tapestry of tasks that Gordon performs. Also illustrative of the game as a whole is the way in which the coast is strewn with non-essential asides. OK, so you re zooming from setpiece to setpiece, but do you also want to explore every nook and cranny, every little shack that lies crumbling by the roadside? Of course you do. This is a game where every hidden cellar or obscure air-duct should be investigated; you never know what you might find.



Investigating means using the torch that, oddly, is linked to a minor criticism of the game. Both sprinting and flashlight use are linked to a recharging energy bank. It s clear why this restriction was imposed, but it s nevertheless a little peculiar. The quality of the game meant that I was searching, rather desperately, for similar complaints. Smugly I assumed that my allies in a battle were non-human because that way Valve dodged the lack of realism and other problems created by fighting alongside human allies. Of course my lack of faith was exposed a few levels later, when I found myself in the midst of the war-torn city fighting alongside numerous human allies who patched me up, shouted at me to reload, apologised when they got in the way and fought valiantly against a vastly superior force. What a battle that was. I want to go back, right now. The striders, so impressive to behold, are the most fearsome of foes. Fighting both these behemoths and a constant flow of Combine troops creates what is without a doubt the most intense and exhilarating conflict ever undertaken in a videogame. The laser-pointer rocket launcher is back and even more satisfying than ever before. Rocket-crates give you a seemingly infinite resupply to battle these monsters but it s never straightforward. Striders will seek you out, forcing you under cover, while the whale-like flying gunships will shoot down your rockets, inducing you to resort to imaginative manoeuvring to perform that killing blow. Even dying becomes a pleasure you want to see these beasts smash through walls and butcher the rebels, again and again. Oh Christ, what will happen next?

I could talk about how those battles with the striders almost made me cry, or about the events that Alyx guides you through so cleverly, so elegantly. I could talk about the twitchy fear instilled by your journey through an abandoned town, or the way that the skirmishes with Overwatch soldiers echoes the battles against the marines in the original Half-Life. I want to rant and exult over this and that detail or event, this reference or that joke. I want to bemoan the fact that it had to end at all (no matter the excellence of that ending). And I m distraught that we ll have to wait so long for an expansion pack or sequel. I even had this whole paragraph about how CS Source will be joined by an army of user-fashioned mods as the multiplayer offering for this definitively singleplayer game. But we re running out of space, out of time. There s so much here to talk about, but in truth I don t want to talk, I just want to get back to it: more, more, more... You have to experience it for yourself. This is the one unmissable game. It s time to get that cutting-edge PC system. Sell your grandmother, remortgage the cat, do whatever you have to do. Just don t miss out. By Jim Rossignol.
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title="Permanent Link to “I did see some concept art for Half-Life 3″ says Counter-Strike co-creator. Left 4 Dead 3 “looks great”">Half-Life



Counter-Strike creator Minh Le has been talking to goRGNtv about Valve's most anticipated projects. He's seen artwork of Valve's next Half-Life game, and more of Left 4 Dead 3, which has been rumoured since the Valve database leak late last year.

"I don't know if I can talk about that, to be honest," says Minh of the new Half-Life, "but I think it's kind of public knowledge that people know that it is being worked on. And so if I were to say that yeah, I've seen some images, like some concept art of it, that wouldn't be big news, to be honest." Sorry Minh.

"But yeah, I guess I could say that I did see something that looked kinda like in the Half-Life universe. It wouldn't surprise anyone if I said they're doing it, they're working on it, yeah. So to go on a limb I'd say I did see some concept art for Half-Life 3."

Minh doesn't sound entirely sure, there. The artwork could have been for Half-Life 2: Episode 3, which Valve promised a long, long time ago. Everyone assumes that Valve have dropped the episodic structure to start a full sequel, but Valve have never commented on those specifics. Gabe Newell has repeatedly confirmed that Valve are still working on Half-Life, though, sometimes in code.

Valve haven't talked officially about Left 4 Dead 3, however. "The one thing I'm really excited about is Left 4 Dead, the new Left 4 Dead," says Minh Le. "I saw it, it looks great. I was really excited when I saw that. I was like 'wow, this looks great'.

"I really enjoyed Left 4 Dead, it was just one of those games that really just changed the industry. I think at the time there wasn't many good co-op games, so it was like yeah, this is a great co-op game."

Mihn Le left Valve years ago, so it's not clear when he saw the work he's talking about in this interview, recorded last week. He was hired by Valve to work on Counter-Strike, but he left in the late 2000s to work on Tactical Intervention. Valve, meanwhile, are also supposedly working on a new iteration of the Source engine. Will L4D3 take advantage of that new tech? Will we learn more at E3 next month?

Thanks to Total XBox for the heads up, via the many eyes and ears of GAF.
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title="Permanent Link to Valve are collaborating on a Left 4 Dead arcade game">Left 4 Dead



In the UK, most arcade machines are gaudy, flashing money-sinks, designed to trap the arms of extra-strength-beer-swilling drunks as they attempt to pry loose change from the coin return slot. They are places of hellish despair, rich with unique smells and suspicious stains. In other countries, they also contain the promise of fun, friendship, and not stepping in a puddle of sick. Nowhere is this more the case than in Japan, where an array of popular arcades can still attract the interest of developers. Valve, for instance, are now collaborating with arcade specialists Taito on an arcade port of Left 4 Dead.

An informative trailer has surfaced on the port's official site:



Titled Left 4 Dead: Survivors, the concept will likely be similar in scope to Valve/Taito's previous collaboration, Half-Life 2: Survivor.

That's right, there was a Half-Life 2 arcade game, and it looks amazing. Terrible, sure, but also amazing.





In fairness, those are modes designed for arcade. The game's story mode is... sort of Half-Life 2. If you squint a bit.



If we're all very lucky, Left 4 Dead: Survivors will be similarly terribrilliant.
PC Gamer
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title="Permanent Link to Report lists Steam’s most popular (and most untouched) games">Steam graphs



Have you played every single game in your Steam library? No? Neither have I and that accomplishment is apparently just a small sand grain in the over 288 million games in Steam collections that have never felt a press of the Play button. That's a surprising figure from a new report by Ars Technica researching the most active and popular games on Steam straight from the recorded statistics of some of the platform's 75-million-strong community.

Ars' method for its number flood involves sampling registered games and their played hours via profiles and their unique Steam IDs. With the help of a server for computational muscle, Ars randomly polled more than 100,000 profiles daily for two months to pull together an idea of which games see the most time on everyone's monitors. In other words, your Backlog of Shame (don't deny it, everyone has one) probably took part in some SCIENCE at some point. Exciting.

Some caveats exist, though. The data Ars looked at for its research only extends back to 2009, when Steam brought in its "hours played" tracking system. Owned and played/unplayed games are thus slightly skewed to not account for older releases from the early noughties, and any length of time spent in offline mode wouldn't get picked up by Steam either. Still, Ars claims its results deliver a good picture of Steam gaming trends for the past five years albeit with some imperfections.

Predictably, Valve's personal products stack high on the list in terms of ownership and most played hours. Dota 2 takes the crown with an estimated 26 million players who ganked faces at some point in the MOBA, but free-to-play FPS Team Fortress 2 follows closely behind with a little over 20 million users. Counter-Strike: Source rounds out the top three with nearly 9 million players, but it's also collecting dust in over 3 million libraries.

As for non-Valve games, Skyrim wins in activity, barely edging out Counter-Strike: Global Offensive with 5.7 million estimated active owners. Civilization V kept 5.4 million players hooked for Just One More Turn, and Garry's Mod boasts 4.6 million budding physics artists.

Want to know what the most unplayed Steam game is? It's Half-Life 2: Lost Coast, the Source tech demo given free to pretty much everyone on Steam who bought or fired up Half-Life 2. It hasn't been touched by an approximate 10.7 million players. I guess that old fisherman is feeling pretty lonely right now.

My favorite stat is the total of played hours divided by game mode, more specifically the separate multiplayer clients of the Steam versions of Call of Duty: Modern Warfare 2 and Black Ops. The single-player campaigns for each respective title sits modestly within the mid-20-hour range, but the multiplayer side balloons well into the hundreds of hours. It's a pretty obvious indicator of where the biggest chunk of popularity resides in FPS gaming, but it's not like you wouldn't get weird looks for claiming you play Call of Duty for the story anyway.

See more of Ars' results in both number and pretty orange graph form in its report.
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