Counter-Strike 2

Two weeks after E3 and we're still getting a trickle of videos from the show, but don't worry. The best videos of the week is back to a healthy ratio of incredible Counter-Strike feats and Grand Theft Auto V idiocy.

Counter-Strike pro tip: Take a bathroom break.

We're pretty excited for XCOM 2. This 35 minute video from E3 should explain why.

Another amazing Dishonored video from that amazing Dishonored player.

Someone recreated the intro to Arthur in Grand Theft Auto V. Seems...inappropriate somehow, but impressive!

World of Warcraft at the endgame, this machinima feels your pain.

Ah, yes. Skyrim's striking opening scene, just as I remember it.

Dota 2

Why have Dota 2 and League of Legends become the most popular PC games of the generation? Wes and Chris take a moment during their visit to the Smite World Championship to try and answer what it is about MOBAs that's elevated them above FPSes, RTSes, and RPGs as the most-played games in the world.

The PC Gamer Show appears every Friday. Hit us with PC gaming questions for us to answer at the end of next week's episode in the comments!

Counter-Strike 2

Well-known Counter-Strike mapmaker FMPONE, he of de_crown and de_season fame, is working on a new map based on the Santorini island in Greece. FMPONE or Shawn Snelling as he's known IRL announced the map earlier this month but has just released a bunch of screenshots on the Mapcore forums. The map currently lacks texture work, but it still looks beautiful.

"For this level, I'm trying to purely map 'tones', until I'm ready to add in actual textures," FMPONE wrote on Mapcore. "The tones allow me to control for contrast without being overwhelmed by the need to balance specific colors within a scene. This also allows me to understand the types of props I need in an area without being biased by color preferences beforehand.

"This means I'm building a lot of geometry in place of meshes, for the time being, and the meshes will be added later by a talented artist named Dimitri."

The map layout is already playable (check out the link on the Mapcore forums) but remember: it's not complete. Check out the rest of the screenshots below.

Dota 2

We asked some of the top minds in four of today's top e-sports about the state of their games.

Dota 2

Will "Blitz" Lee

Will "Blitz" Lee is a professional Dota 2 player, streamer, and sometime caster. You might know him for his Storm Spirit, for his work on the International 2014 newbie stream, or for his role as waifu to Purge's husbando. Formerly of Team Zephyr, he crossed the elusive 7K MMR barrier in January.

What was the highpoint of 2014 for Dota 2?

I'd say the TI matches between DK and EG. All the matches these teams played between one another were highly innovative and close, demonstrating the best of the west, and the fan favorites of the east.

How would you describe the health of the Dota scene?

Fairly strong, I think the active user base is growing, but I hear unrest from competitive players. It feels with how much TI is worth, all other tournaments are just sideshows along the way. There needs to be some way to incite interest again, maybe making tournaments worth seeding points or something.

If you could ask Valve to make one change, what would it be?

Be more transparent with how TI invites are sent, and how tournaments are weighted. Are ones earlier in the year worth less? etc.

In terms of Dota, what do you think was the funniest thing that happened last year?

That I hit 7k before Arteezy.

What is the biggest challenge that the competitive Dota scene faces in 2015?

Probably figuring out how to grow the tournament scene without relying on massive prize pools. It seems the tournaments that pay out 50k+ which is really good money have been left behind or interest is waning for them. I'm not sure how to solve this issue though, just random thoughts.

Who are the players or teams that you think will make the biggest impact this year?

Iceiceice is probably the x factor for VG, think Secret will do well but that isn't really a surprise.

What heroes are you personally enjoying right now?

Storm, Phantom Lancer, Sniper, Lina, all seem really fun and active around the map.

What do you think are the key components of a good Dota stream?

Humor, being able to make fun of yourself/take a joke, being informative, and not letting the chat get to you. Interaction with your stream is also huge, being able to make a personal connection with everyone helps bring people back.

Which Twitch meme makes you secretly smile?

"I sexually identify as an attack helicopter."

Where do you expect the next big innovation or upset in the Dota scene to come from?

Probably a team like Hellraisers or the Koreans, I feel team's like Phoenix/Rave/HR just sort of do whatever fits them without paying attention too much to whatever is popular in other regions.

How would you describe the current state of Korean Dota? Where is it headed in 2015?

Strong, Phoenix and Rave make good cases for being invited from the SEA region, and both can upset top teams, in 2015 I think one Korean team will make it into the main event, but if they make a splash remains to be seen. Maybe one more year till they get top 10 worthy, but with the work ethic it s possible.

CS:GO

Tomi lurppis Kovanen

Tomi lurppis Kovanen is a writer at HLTV.org and former competitive CS 1.6 player from 2004-2013. Since then, he has been casting and hosting CS:GO tournaments.

What was the highpoint of 2014 for CS:GO?

I believe the highpoint of 2014 for CS:GO was when NiP won ESL One Cologne. The way it happened probably made it the best storyline of the entire year—you really couldn t have scripted it much better. To top that off, CS:GO as a game broke all the previous records (viewership, players, etc.) during that same event, though they were again shattered later on in 2014.

How would you describe the health of the CS:GO scene?

CS:GO is doing tremendously well. There is no question that Counter-Strike as a whole has never been doing better. It seems—though it would be great if Valve could clarify—that we re set to have three or so majors a year now, which allows the rest of the circuit to be built around it. As far as I can tell we re going to have top notch Counter-Strike all-year round in 2015. It s a great time to be a fan of the game.

If you could ask Valve to make one change, what would it be?

In my opinion, and I have written about this in more detail roughly a month ago, the only real issue with CS:GO as of right now is that it is an incredibly counter-terrorist sided game. In my article I have outlined some ideas to make the game more balanced, but if I had to choose just one, it would be fixing the smokes so they d maybe last a second or two less, would be slightly smaller (think 10-20%) and, most importantly, they wouldn t glitch for the player trying to go through them.

In terms of CS:GO, what do you think was the funniest thing that happened last year?

I found it legitimately hilarious when Fifflaren essentially replaced me as the analyst at DreamHack events after retiring from NiP. Contrary to popular opinion there are no hard feelings between us and he actually is my favorite caster to watch.

What is the biggest challenge that the competitive CS:GO scene faces in 2015?

I actually believe the scene is getting slightly oversaturated in terms of tournaments and online leagues, and we are already seeing some top level teams withdraw from many events with a good amount of prize money up for grabs.

Who are the players or teams you think will make the biggest impact this year?

Though  kennyS already is the world s best player individually in my opinion, his team s struggles in 2014 didn t allow for him to have the kind of impact you would expect. I think that will change in 2015 as he continues improving and the team around him will get better.

What weapon or knife skins are you running right now? Is there anything in the Chroma update that you d really like to get?

In terms of skins my taste is far too conservative for the average user, I tend to like skins without any odd graphical features. I like the Night knives, as opposed to the shiny Chroma ones, for example.

What do you think are the key components of a good CS:GO stream?

Since my personal appetite for streams is so inconsistent with that of the public, I will answer for what I believe makes for a popular stream. You need positive personalities who can kill some time while waiting for matches, preferably some players as guest analysts sometimes, and you need to be consistent in streaming. As for my personal preference, to me it s very important that CS:GO itself looks default I dislike custom crosshairs, odd-colored HUDs, etc.

What Twitch chat meme makes you secretly smile?

My friend allu, who currently plays for Finnish 3DMAX, has a ridiculous looking meme of a face I made around eight years ago. It s pretty funny.

Where do you expect the next big innovation in CS:GO to come from?

Well it wouldn t be very innovative if I called it out right now, would it? One thing is for sure—it will not come from Valve, who have never been very innovative when it comes to the game. Hopefully a governing body of some kind could be put together by some people to help better organize the tournament circuit. That would be good for the scene.

Is item betting helping or hurting CS:GO?

To be honest I have never bought the argument for how betting could potentially be hurting CS:GO. There is so much evidence in terms of viewership growth that betting is great for CS:GO that this really should not be a discussion. It is easy to blame DDoSing only on betting, but it was already taking place in the CS 1.6 days when betting didn t really exist. Some people just want to see the world burn.

If you could pick the competitive map pool, what would be in it?

Out of the maps that are currently available, I would keep de_cache, de_dust2, de_inferno, de_mirage and de_overpass. I would then bring back de_train instead of de_nuke—which is basically never played—and replace de_cobblestone with de_season. I would also look into bringing on de_tuscan, maybe instead of de_mirage, if that becomes popular—and gets finished—at some point.

League of Legends

Christopher "MonteCristo" Mykles

Christopher "MonteCristo" Mykles is a caster for the Korean OnGameNet Champions league. He was also previously a coach for team Counter Logic Gaming in the NA LCS, and is frequently brought on to cast international tournaments.

What was the highpoint of 2014 for LoL?

I look back fondly on the series between KT Arrows and Samsung Blue in the  Champions Summer finals. Not only did this best of five deliver high quality gameplay, but also some of the most exciting and gut-wrenching games of the year. This was undoubtedly the high point of LoL in 2014.

How would you describe the health of the LoL scene?

Viewership for League continues to grow on average for broadcasts around the world, so it seems to still be going strong. Riot's changes to balance at the end of 2014 and the new Rift should keep the game fresh and strategically interesting as 2015 unfolds.

If you could ask Riot to make one change, what would it be?

I think the main aspect of competitive play currently lacking resides in the limited amount of international competition in the current format. Cross-regional competition provides the most exciting matches for fans and helps fuel rivalries that otherwise remain untapped in a region-locked system.

In terms of LoL, what do you think was the funniest thing that happened last year?

As an analyst there are many moments of comedy gold, but the hope that springs eternal for Western teams from fans at Worlds perpetually provides amusement.

What is the biggest challenge that the competitive LoL scene faces in 2015?

Given Riot's stellar production and ambitious multi-country Worlds circuit in 2014, I believe that the most formidable challenge lies in somehow topping Riot's production from last year.

Who are the players or teams you think will make the biggest impact this year?

The obvious choice given performance and rosters look like SK Telecom, Najin, and OMG. Faker seeking his second World Championship should form the core of storylines in 2015, though it is nearly impossible to predict a winner at this early stage.

What Champions are you using personally right now, and how are they performing?

I don't play the game much. I watch film.

What do you think are the key components of a good LoL stream?

I do not watch player streams but instead prefer professional matches. For me, a pro game relies on quality casting rather than production wizardry.

What Twitch chat meme makes you secretly smile?

ognTSM ROTATIONS ognTSM gets me every time.

Where do you expect the next big innovation in LoL to come from?

Until they are dethroned in a convincing manner, Korean teams will reign supreme in terms of innovation and quality of play.

What are the consequences and benefits of Riot expanding their e-sports broadcast to the Eastern Hemisphere?

Given Riot's stellar production quality, their expansion into more leagues likely benefits the majority of fans. The consolidation of English broadcasts onto a single channel will likely boost viewership for all leagues and therefore increase sponsorship opportunities for individual regions.

How would you compare the current state of Korean LoL to how it was last year, now that you're a couple weeks into the spring split?

Balance seems great so far, with many more interesting facets of the game unexplored to date. The new jungle remains relatively untapped and itemization options continue to expand.

Hearthstone

Dan "Frodan" Chou

Dan "Frodan" Chou is the voice of Hearthstone, with his easy charm and laconic wit heard casting back to back tournaments around the clock. He s also the man with the unenviable job of keeping Reynad s salt at optimal levels, as manager of team Tempo Storm. We asked him about the state of play in the Hearthstone scene.

What was the highpoint of 2014 for Hearthstone?

From the fan side, the biggest part of 2014 had to be the release of Hearthstone and the Naxxramas adventure. It was exciting to see how Blizzard would take their first step into expanding beyond the core set which is key to keeping the player base active. From the competitive side, the high point was the World Championship. It was the first time that I got to see a legitimate crowd of 2000 people showing up for the event, getting hyped, cheering for their favorite player, and going nuts.

How would you describe the health of the Hearthstone scene right now?

Hearthstone is in a great spot. It is baffling to think about what this game can do once it releases on mobile phones and gets consistent content out there. Dozens of other game developers and communities would kill to be in a similar position to where it is now relative to e-sports and Twitch.

If you could ask Blizzard to make one change to the game, what would it be?

Content! It's important to keep the game fresh. I also would like more social aspects of Hearthstone to develop. Clans, chat channels, tournaments, spectator mode. They all have one thing in common—interacting with other players!

In terms of Hearthstone, what do you think was the funniest thing that happened last year?

Funniest moment had to be sharing the couch with Ben Brode. His laugh is a real life version of Patch Adams.

What is the biggest challenge that the competitive Hearthstone scene faces in 2015?

The biggest challenge is spreading the wealth of fandom and storylines. We need more people with different kinds of backgrounds and personalities to cheer for. I believe there are a strong batch of Hearthstone players that are undiscovered, great at the game, and fun to follow.

Who are the players or teams you think will make the biggest impact this year?

If I may be biased for a second, I really do believe Tempo Storm will turn heads this year again. Last year, we hit a few rocky patches, but the team has really taken off as we are starting to turn out incredible high quality content on our website  tempostorm.com for all skill levels (beginner to legend). Archon also has strong potential with Amaz at the helm and I wish them the best of luck.

What sort of deck are you using personally right now, and how is it performing?

My favorite deck to play right now is Fatigue Mage. I love the feeling of desperation when a player has literally run out of options and are completely hopeless. When they hover over their Hero Power and realize they will die faster than they can kill me, my heart skips a beat.

What do you think are the key components of a good Hearthstone stream?

A great Hearthstone stream involves a good mix of personality, information, and interaction. Some streamers have natural charisma. Some are good looking. Some have fun gimmicks like cosplay, showmatches against other streamers, etc. The whole point is that one isn't better than the other, but there are all kinds of streams to enjoy. I personally love watching Reynad for the laughs, Dog for the education, and Trump to calm me down for a nap.

What Twitch chat meme makes you secretly smile?

Too many, but my favorite involve all of the variations of Kripp's excuses. Too good. This guy's interview questions are CRAZY! He needed precisely those 13 questions to ask me. I answer the question perfectly.

Where do you expect the next big innovation in Hearthstone to come from?

It's hard to say. This is primarily what teams are for—to help refine and practice decks in secret. Hearthstone's primary innovations come from unknown players who inspire the well known innovators. Kolento and Firebat for example often have people behind the scenes helping them with their wacky decks. True innovators like StrifeCro and Reynad will definitely keep coming up with their own material.

What s your opinion on BM ing in pro matches? Do we need more?

I don't think we need more of it, but I think it's great to showboat a little. There's a difference, however, in trying to be mean-spirited versus having fun. I think its a fun element where it sets up natural storylines: see Savjz vs Realz in ESGN fight night!! :D

Do you think Goblins vs Gnomes has had the desired effect in terms of increasing deck diversity at tournaments?

Absolutely. Contrary to popular belief, Hearthstone has an incredible amount of diversity at the moment. There are so many ways to play classes that its hard to keep track of them. You have to be highly advanced in order to tell from one or two cards and even then, you can still make mistakes. People who moan about the unpredictability are often the people who care the most about winning and not having fun. They will have their time in the sun once the metagame is figured out.

Which card deserves to be nerfed most: Dr. Boom, Mech Warper, or Wisp?

I don't want them to nerf Wisp or my budget Dr. Boom will be useless on EU!

Dota 2

Three Lane Highway is Chris' weekly column about Dota 2 and related games. Art this week is Clash of Heroes by Kunkka.

I started playing Dota 2 because somebody needed to. It was that simple, at first: here was a new and popular game in an ascendant genre, and nobody in the PC Gamer office played it. We looked for writers online but found nobody suitable. The problem wasn't just confined to our walls. Many of my colleagues in the UK reported something similar, and the solution we found was to collectively set about fixing this gap in our knowledge. I stuck with the game long past the point where I knew enough to cover it for the magazine and website—this column is the product of that prolonged engagement.

The origin of my hobby was a desire to learn what a 'Dota' was and why people liked it. I more or less did so, and I've developed that understanding over time since then. Sometimes in fairly convoluted directions, as regular readers of this column will know. Lately I've realised that my understanding of the genre is entirely coloured by having learned Dota 2 first. Now that I'm experimenting with other games, I've come to the conclusion that Dota 2's particular business model is fundamental to my experience with the game, and to many of the conclusions I've reached about it since. So fundamental, in fact, that I've come to think of Dota 2 as occupying a subgenre by itself.

Recently I've been playing Smite, which I wrote about last week, and Heroes of the Storm. I've had access to HotS since the earliest days of the technical alpha, and played it intermittently at every stage of its development to date. I like it but don't love it: I appreciate its value to people looking for a light and accessible way into the genre, but having been swimming in the deep end for so long I don't see myself investing a considerable amount of time into it.

In its closed beta incarnation, however, I've become more aware of how alien I find the game's business model. As Blizzard refine the account-wide unlock systems and progression mechanics that surround the core game, I'm more conscious of the levels I don't have, the modes I don't have access to, the characters I need to grind for or buy; the amount of content that I can't quite get at. In a way, I'm surprised at how surprised I am. I understand, on paper, that all of this is a staple of the genre, and that the expectations of many players have been set by League of Legends—for whom all of this is fine. I never played League, however. I started with Dota 2. And I find this way of structuring the game deeply offputting.

When I finally understood what Dota was, I understood it in terms of steady personal growth along two skill axes: personal skill and, relevant to this article, knowledge. The game was a vast open resource, a complicated web of characters, skills, items and contradictions, something I traced a different course through every time I played. Understanding every character seemed paramount, so I played every character. I picked a path through the roster based on gaps in my knowledge, rather than personal preference or success rate. This is how I ended up as such a generalist player, with no particular role or hero that I'd say I was very good at. In some ways, I wish I had focused more closely on something specific. In others ways, it has helped—particularly when it comes to drafting.

Nonetheless, my experience of the genre was fundamentally grounded in the notion that it was a library that I had free access to. A mountain to climb, but with full freedom of movement. It's only now, playing Heroes of the Storm, that I realise how important that feeling was to my continued investment.

In Heroes, characters are unlocked with in-game gold or real cash. They cost different amounts and new characters tend to cost more. You can complete daily quests to earn extra gold, but you're still looking at a substantial grind to unlock everything. Beyond that, each character must be leveled up through play to gain access to the full range of passive traits—Heroes' equivalent to Dota 2's items.

Imagine if Valve adopted the same model for Dota 2. Let's say that the full hero pool was still technically free, but you needed to unlock new characters with in-game experience. Let's say that after you unlocked Juggernaut, you were restricted to a 'newbie-friendly' set of items—Phase Boots, Vladimir's Offering, Desolator. After three games you unlock the right to build Power Treads, Aghanim's Scepter, and Mjollnir. This would likely make for a more manageable experience for new players. It would, however, turn Dota 2 into a different type of game.

Not a worse game, necessarily! This is not a qualitative judgement, but a question of design. Bumping into Heroes' paywall—seeing a hero I don't understand, wanting to test it against other players and being unable to do so—has made me starkly aware of how philosophically different these games can be from one another. Heroes of the Storm sets out to be entertainment, and it is entertaining in a way that an MMO is entertaining. You level up and get new stuff. You always have something tangible to work towards. You are encouraged to invest deep in a single character, a favourite, and worry about the others only if it suits you.

This is anathema to how Dota 2 is best learned. In the Dota 2 community, serious novices set off on the A-Z challenge and decry pub players who lock Pudge every game. Breadth is valued, graft is valued, because the game is work. And it's not work that returns an easy reward, either—getting better at the game is noted by an incremental bump to your winrate, not with a whole new character to play.

It was utterly vital to me, in these circumstances, that Smite offered a 'pay once' option—a generous way to circumvent its god-purchasing system with a single 30 purchase that unlocked everything, forever. If Hi-Rez didn't provide that option, I don't think I'd be playing the game. Because it has this option, Smite occupies a weird position between both sub-genres. When you download it, it's a game in the League of Legends tradition. If you buy the Ultimate God Pack, it becomes Dota 2.

I've long argued that comparing these games is unhelpful. What I'm considering, now, is whether it'd be more useful to think of Dota 2 and League of Legends as occupying different conceptual spaces entirely. That argument would go: Dota 2 is characterised by an overwhelming plurality of things to learn. League is defined by a process of personalisation and selection, both in terms of character choice and in terms of MMO-style progression through the summoner system. These two divergent threads only recombine at the very highest level of play. For everybody else, these may as well be different genres. Neither is better, necessarily, but the division highlights the deep influence that business models have on the types of games we receive.

I've always been uncomfortable with 'MOBA', as a descriptor. It's clumsy, non-specific. It never felt right for Dota 2, whose proposition has always been slightly different to that of its relations—at least for me. I wonder if this is how we redefine our terms, then: Dota 2 simply isn't a MOBA. In a MOBA, you level up your account and unlock new characters for gold or cash; you pick your favourites and participate in an ecosystem of who-owns-what. Dota 2 is, well, Dota. It's propelled by different business interests—driving investment in Steam—and offers a different experience. It's the messy open source equivalent to League's proprietary software. It's Unix to League's MacOS. You could start comparing those things, if you want, but approximately fifty percent of the internet would rise up in arms against you.

To read more Three Lane Highway, click here.

Team Fortress 2

The Steam Workshop is a giant thing, containing over 24,000 Skyrim mods, over 413,000 Portal 2 levels and, for some reason, over 100 Goat Simulator characters and mutators. It's also a profitable thing. Team Fortress 2, Dota 2 and Counter-Strike: Global Offensive all have curated Workshops—letting players pick the community-made items that will go on sale in the game.

Valve has now announced that, since the launch of the Workshop in 2011, the total payments to individuals for the creation of in-game items has surpassed $57 million.

Previously, only Valve games had curated item Workshops—something Valve attributes to the "sheer number of challenges required in order to scale to a global audience of creators and players". Seemingly, these hurdles have been overcome, as the Workshop is now hosting curated item Workshops for Chivalry: Medieval Warfare and Dungeon Defenders: Eternity.

"Purchases of this great new content directly enables those community members to continue practicing their craft and making more awesome content," writes Valve, before going on to say that they expect more curated Workshops in "the coming weeks and months".

Half-Life

Welcome to our roundup of the best total conversion mods ever. Presented in no particular order, these are the mods that radically transform our favorite games into something different, with new and improved art, gameplay systems, locations, and adventures. Crafted through years of work, sometimes by large teams of volunteer modders, many of these mods have gone on to become PC gaming classics in their own right.

Here are the best total conversion mods ever made. 

Link: Sven Co-op on Steam

First released way back in 1999, Sven Co-op is still being both updated and played today. A cooperative mod for the original Half-Life, the mod allows groups of players to battle their way through the Half-Life campaign, where they'll find increased challenges and far more enemies, as well as new maps filled with puzzles and challenges. Over the years hundreds of new levels have been added along with new weapons, improved AI, and lots of customization options. Even if you don't own Half-Life, you can play it for free on Steam.

Link: A Game of Thrones mod site

For Game of Thrones fans, this mod is already at the top of your personal list or will be the moment you try it. It transforms CK II’s medieval Europe into the beautifully realised continents of Westeros and Essos and populates them with characters and events straight from the source material. Marry, mingle, or murder your way through the Starks, Lannisters and many other notable dynasties. Best of all, random game events will quickly spin the world into an enjoyable alt-reality of the fiction we’re so familiar with. This is an absolute must-have for gamers who are fans of the George RR Martin novels and the HBO series.

Link: Aliens TC ModDB page

Way back in 1994, this pioneer of full-conversion mods successfully recreated the 1986 sci-fi action film Aliens in Doom. It didn’t settle for just plopping face-huggers and aliens on a map, either: its custom levels mirror familiar locations and story beats from the film and even provide sound effects and voice clips lifted straight from the movie. Hearing Sergeant Apone through your headset reminding you to “Check those corners... check those corners!” not to mention Ripley furiously shouting “COME ON!” when climbing into her signature loader to do battle with the alien queen genuinely made me feel like I was part of the Aliens universe.

Link: Counter-strike ModDB page

You may have heard of it? The multiplayer Half-Life mod featured such team-based missions as hostage rescue and bomb defusal, each team with its own equipment and goals. With its quick rounds and exciting gunplay, Counter-Strike became an instant hit, and the community began creating maps of its own. Counter-Strike’s emphasis on teamwork and communication helped define a new genre of shooters, and the modders behind it were quickly hired by Valve.

Link: Nehrim site

Every full-conversion mod comes with a high degree of ambition, but it’s a truly special situation when the mod’s creators have the talent to match. Nehrim: At Fate’s Edge, created by German modding team SureAI over four years, does what the best full conversion mods do: reshapes the features that are lacking in the original game and provide hours of exciting new content. With original voice work by dozens of actors, big changes to several of the game’s familiar systems, and its own quests, story, lore, playable races, and a massive and beautifully designed new map to explore, Nehrim transforms The Elder Scrolls IV: Oblivion into an entirely new experience.

Link: Garry's Mod ModDB page

Plenty of games have a god mode accessible through console commands, but Garry’s Mod takes the idea to an entirely new level. A multiplayer sandbox limited only by your creativity, the mod has proven to be the ultimate tool for creating webcomics, videos and custom game modes, as it enables players to spawn objects and entities and pose them however they like. You can even play Half- Life 2 using all of the mod’s tools, turning Gordon Freeman from a simple gun-toting scientist into the ultimate expression of your will.

Link: Long War at Nexus Mods

Harder, longer, and with hundreds of changes to the base game, Long War extends XCOM's campaign, lets you play with up to 12 squad members at a time, adds new soldier classes, voice packs, weapons and technology, and lots of improved and completely overhauled systems. Long War wasn't just a hit with players but with XCOM's developers, who brought the mod team in to work on launch-day mods for XCOM 2, as well as create Long War 2.

Link: The Dark Mod site

This mod isn’t simply a celebration of the acclaimed Thief series using Doom 3’s engine, but actually an improvement on some of its features, especially the wonderful and engaging new lockpicking system. The open-ended stealth adventure lets you slink through a gorgeous, highly-detailed gothic steampunk world as you fill your pantaloons with loot and try to avoid detection. Most importantly, the mod comes with its own mission editor, enabling members of the community to create and submit their own custom levels and stories. The Dark Mod was released as a standalone game in 2013.

Link: Black Mesa site

It sounded like an impossible project: building the entirety of the celebrated FPS Half-Life in Half-Life 2’s Source engine, but after eight years of work by a large volunteer team of modders it finally became a reality. While it stops short of recreating the entire game (Gordon Freeman’s leap into Xen is the mod’s endpoint), it’s still a remarkable accomplishment. For Half-Life veterans it contains a mix of new design elements and familiar confrontations, and it’s a also great way to experience the ground-breaking adventure for those turned off by the dated graphics of the original.

Link: DayZ mod on Steam

In a game featuring starvation, sickness, and swarms of growling zombies, it still falls to other human players to provide most of the horror. While the standalone version of DayZ became a big hit in Early Access, the original open-world multiplayer survival mod is perfectly playable. The vast map and lack of global chat provide a feeling of intense loneliness, but the prospect of actually meeting someone else is a constant threat.

Link: Complex mod site

The name is certainly apt: this mod takes the real-time space strategy game and adds an almost absurd amount of complexity to nearly every single aspect. Alongside improvements to the AI, physics and graphics, the mod adds scores of new units and maps, constructible subsystems, deeper tech and research trees, and a diplomacy system. It even adds an actual calendar so gametime can be marked in years as in the Civilization series.

Link: Dota Allstars, a recent iteration of the original mod, worked on by IceFrog, who now works for Valve on Dota 2.

An exciting combination of RTS and RPG, the multiplayer battle arena mod for Warcraft III (based on a modded map from StarCraft) is a lot of things: simple to understand, difficult to master, and most of all, utterly addictive. In its early days DotA was a project that was passed from modder to modder, and like an unending stream of creeps it eventually spread through the gaming world to become a massive hit, as well as the first lanepushing game to have sponsored tournaments.

Link: NeoTokyo site

This team-based multiplayer mod for Half-Life 2 is set in a slick, futuristic cyberpunk city and features three different classes to choose from, each with their own distinct weapons and strengths. With lethally realistic gunfire and cloaking abilities available to some classes, NeoTokyo requires more stealthy and tactical play than many online shooters demand. Inspired by anime classics Ghost in the Shell and Akira, NeoTokyo also features an amazing and engrossing custom soundtrack that you’ll want to listen to even when you’re not playing the game. The mod was released as a standalone title in 2009.

Link: Mechwarrior: Living Legends site

Combining FPS action and simulation, this large scale multiplayer-only mod brings wonderfully realised Battletech mechs to life in Cryengine 2, though it began as a mod for Quake Wars. Tanks, jets, mechs and hovercraft strategically battle for territorial control in beautiful, varied, highlydetailed outdoor environments with full day/night cycles. The mod was so impressively made it was even sanctioned by Microsoft, who own the Mechwarrior franchise the mod is based on.

Link: Cry of Fear ModDB page

While it’s a standalone release now, Cry of Fear began as a Half-Life mod. It’s the story of a man who wakes after being hit by a car to discover his city is filled with gruesome monsters and his mind packed with psychological horrors. The mod has some interesting and immersive tweaks, such as an extremely limited inventory—and the fact that the game doesn’t pause while using it—that bring new challenges as you play through a disturbing, winding story with original animated sequences and multiple endings.

Link: Genkokujo ModDB page

The Sengoku period in Japan was a time of turmoil, political intrigue and near-constant warfare. What better time and place for a massive, openworld combat RPG built on the capable framework of Mount & Blade? The mod features actual clans and figures from Japanese history, new skins and armour types, new gunpowder weapons, and dozens of historically accurate locations spread across a map of Japan with twice the playable area of the original game. It also incorporates a number of other excellent M&B mods such as Diplomacy and Freelancer, which add even more great features.

Link: The Stanley Parable on Desura

You’re put in control of a clerk who suddenly finds himself completely alone at the office, but you’ll soon start to reconsider just how much control you actually have. While difficult to describe, the mod quickly proves to be a witty and insightful commentary on videogames, particularly the act of making choices. It’s also wonderfully narrated by a voice so soothing you’d like him to read you bedtime stories – if only you could trust him. It’s now a complete game with a lot more polish and an extended story, but the original mod remains a thoughtful, oddball delight.

Link: The Third Age on TWCenter

Every kid who ever picked up JRR Tolkien’s The Lord of the Rings novels has longed to step into Middle-earth, and one of the best ways to do it is with this mod for the turn-based strategy game Total War, capable as it is of portraying epic-scale battles. Third Age features over a hundred accurate locations and a dozen factions straight from the fiction. It includes custom units such as ents, trolls, giant spiders and wargs, and lets you play not just as heroes like the men of Gondor and the Silvan Elves, but also as the evil forces of Sauron’s Mordor, Isengard, and even the orcs of the Misty Mountains.

Link: Out of Hell ModDB page

As Donovan Ling, a lone cop investigating a garbled transmission from the industrial town of Grinwood, you quickly find yourself alone and fighting to survive a relentless zombie invasion. This mod is packed with astounding visuals of a city gone to hell, and a chilling original soundtrack accompanies you as you battle your way through more than 20 harrowing and atmospheric maps. Despite an arsenal of deadly weapons and melee attacks, you’ll never really have time to catch your breath.

Link: Natural Selection site

With one team playing marines and the other playing aliens, Natural Selection converts Half-Life into a multiplayer hybrid of first-person shooting and realtime strategy. It brought to life the concept of a commander in an FPS: a sole player who views the map in top-down fashion, giving orders, issuing supply drops, and managing the map in a traditional RTS fashion. The aliens have no overlord or shared resources, so must rely on communication if they want to win. Despite big differences in the two teams’ abilities and tactics, the mod remains a tightly balanced experience.

Link: Team Fortress ModDB page

Long before it evolved into a cartoony hat-trading simulation, Team Fortress was a mod for Quake. It originally featured five classes, later blossoming into the full iconic nine we’re familiar with today, and even provided a tenth class, the civilian, playable during VIP escort missions. Instead of just red and blue teams, certain maps for TF included two additional teams, green and yellow, struggling for map control and engaging in capture the flag games. The mod’s popularity led to a proper release and, much later, the Team Fortress 2 we know today, although the original mod is still played on a few servers.

Link: The Nameless Mod site

With a hundred new skins, sixty maps, custom cinematic sequences,and two storylines providing a hefty thirty hours of playtime, The Nameless Mod grew, over seven years of development, from something of an in-joke to a true mod masterpiece and Deus Ex fan favourite. Part homage and part satire, the mod sports thousands of lines of custom dialogue, tons of tweaks, and dozens of great new music tracks, not to mention books, newspapers and emails.

Team Fortress 2

Valve is pretty much an unknowable obelisk: giant, powerful and unfeelingly silent. Due to this absence of communication, the few voices that do emerge from the studio are amplified ten-fold. Hence why you may recognise the name Yanis Varoufakis. During his time as Valve's economist-in-residence, he ran a blog dedicated to analysing and explaining the studio's virtual economies.

Now, Varoufakis has a new job. He's today been named Greece's finance minister.

Varoufakis was at Valve from 2012-2013. Despite not playing games, he said in his introductory post that he was fascinated by the virtual economy Valve had built—specifically that it was an economy with hard data for every transaction. "Think of it: An economy where every action leaves a digital trail, every transaction is recorded;" he wrote at the time. "Indeed, an economy where we do not need statistics since we have all the data!"

Through Varoufakis's analysing, we learned how gifting played a part in TF2's economy, how a sophisticated bartering and arbitration formed around trades, and how Valve doesn't even fire people like a normal company.

Varoufakis's role as finance minister is quite a departure from the academic study of non-existent headwear. Greece was hard-hit by the economic crisis, leading to a debt crisis that has resulted in high unemployment and bankruptcy. Varoufakis himself is seen as a radical—one who has referred to austerity measures as "fiscal waterboarding".

That, though, is the purview of serious political reporters. As a videogame reporter, I feel it's my responsibility to do something dumb. Here, then, is a series of suggestions Varoufakis could take from his days at Valve that would instantly, definitely, fix Greece's economy.

  • Randomly give a fish on a stick to citizens as they go about their day. Also, sometimes a trilby.
  • If you set a hat on fire it is worth more money. Because reasons.
  • All trade will now be based on the conversion rate: Two Refined = Stout Shako.
  • The most valuable thing you can own is now a decapitated rabbit's head.
  • Abolish physical crop exports. Switch to digital :weed: exports. They're worth more.
  • The Trojan Horse, but with Crates.
  • Make Half-Life 3
Counter-Strike 2

Seven professional Counter-Strike: Global Offensive players have been banned from Valve-sponsored events, including the upcoming ESL One Katowice. The bans come as the result of an August 2014 match between iBUYPOWER and NetcodeGuides.com, which has now been confirmed as having been fixed.

The allegations were detailed last week by The Daily Dot, with evidence that included screen caps of current Cloud9 player Shahzeb "ShahZam" Khan acknowledging that he was given advance notice of the outcome. Players involved in the fix used "smurf accounts" to place high-value bets on the match through the CS:GO Lounge, according to the claims, which have now been substantiated by the powers that be at Valve.

"We can confirm, by investigating the historical activity of relevant accounts, that a substantial number of high valued items won from that match by Duc 'cud' Pham were transferred (via Derek 'dboorn' Boorn) to iBUYPOWER players and NetCodeGuides founder, Casey Foster," Valve wrote on the CS:GO blog. "All together, the information we have collected and received makes us uncomfortable continuing any involvement with these individuals."

Seven players will be excluded from "participation in any capacity in Valve-sponsored events," according to the post:

  • Duc cud Pham
  • Derek dboorn Boorn
  • Casey Foster
  • Sam Dazed Marine
  • Braxton swag Pierce
  • Keven AZK Larivi re
  • Joshua Steel Nissan

Valve also laid out the ethical obligations of pro players, managers, and team staff, who "should under no circumstances gamble on CS:GO matches, associate with high volume CS:GO gamblers, or deliver information to others that might influence their CS:GO bets."

"As CS:GO grows, it s important to consider the substantial impact an individual professional Counter-Strike player has on the health and stability of their sport," it wrote. "Performing before an audience of millions of fans, they are ambassadors for their game the strength of professional Counter-Strike comes from the integrity of its players and teams."

The ESL, which recently announced a $250,000 prize pool for the upcoming CS:GO Katowice 2015 tournament, confirmed on Reddit that it would uphold the ban. "Like the blog post said, none of these players will be able to participate or contribute in any other form to ESL One Katowice or future Majors run by us, and we are currently finalising our verdict regarding other ESL leagues and these players," ESL rep theflyingdj wrote. "We do not have any tolerance for match fixing, have always made clear in our rules that players are not to be involved with any kind of betting and will continue to work on a clean and fair competitive environment for CS:GO."

The ESEA has also issued bans against the seven players in question, saying that while the bans are currently set for one year, it reserves the right to extend them indefinitely. It noted that it has since implemented its own policy explicitly forbidding players, managers, and sponsors from betting on their own matches, adding, "We strongly encourage all organizations, regardless of their affiliation with Valve, to mirror and enforce these bans so that a clear message is sent—there is no place for match fixing in professional gaming."

The number of players affected by the ban is relatively small, but the severity of the punishment sends an unmistakable message that match fixing will not be tolerated. Given the growing popularity of professional CS:GO, and the ballooning value of purses attached to tournaments like Katowice, it's a welcome development—and, I'd say, long overdue.

Counter-Strike 2

Last week I schooled Lucas in his first-ever CS:GO competitive match. This week, we continue on Dust2, focusing on crosshair placement, timing, AWPing, and a bit of grenading.

...

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