Jan 23, 2015
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2

- Fixed an edge case where a Survivor that should have been incapacitated from taking damage would be killed instead, even though the Survivor wasn't on third strike.
- Cheat-protected some sound mixer commands to prevent exploits.
Jan 23, 2015
Left 4 Dead
Left 4 Dead - contact@rockpapershotgun.com (Adam Smith)

Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.>

Of all games, Left 4 Dead and its sequel might well be the ones I miss the most. Sure, I could still play them today if I wanted to, but who would play them with me? They’re two of the smartest and most atmospheric cooperative games I’ve ever played, but I tend to tip my hat at a slightly more approving angle in the direction of the second because it has a wonderful sense of place. It also has improved zombie gore.

… [visit site to read more]

Counter-Strike

TRIGGERNOMETRY

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

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

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

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

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

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

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

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

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

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

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

Left 4 Dead 2 - Valve
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Nov 21, 2014
Left 4 Dead 2 - Valve
An update has been released for Left 4 Dead 2.

- Fixed low volume with some speaker configurations.
Nov 21, 2014
Left 4 Dead
Nov 21, 2014
Left 4 Dead
Left 4 Dead 2
9 left 4 dead 2


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

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

To make matters better, if you've never played the game before then it's currently available with a 75 per cent discount, which is nice. There's never been a better time to hack zombies to death with wrenches.
Left 4 Dead 2
left4dead2


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

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

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

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

Cheers, Kotaku.
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