PC Gamer
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title="Permanent Link to Guillermo del Toro has the right “horror vibe” to direct a Half-Life film, says writer Marc Laidlaw">Half-Life 2 Episode Two Hunter







Hollywood studios have approached Valve in the past to explore the possibility of adapting Half-Life for the silver screen, but before you could spit out "Uwe Boll," Valve declared that any sort of movie involving Freeman and Friends® would be created by its very hands. What-ifs persist, of course, and in an interview with New Rising Media (via VG247), Half-Life writer Marc Laidlaw named Hellboy and Pan's Labyrinth director Guillermo del Toro as a good fit for a hypothetical adaptation.



"Guillermo del Toro has the horror vibe that I think a lot of people miss out on when thinking about a Half-Life movie," Laidlaw said. "Half-Life is essentially horror after all. The science in it barely passes as hand-waving, but when a headcrab jumps at your head, it’s a precisely engineered jolt."



Laidlaw also thinks Total Recall and Starship Troopers director Paul Verhoeven could concoct something "insane" for a Half-Life film, and pointed to The Lord of the Rings' Peter Jackson as a "purveyor of faithful adaptations." "There are probably a lot of good potential directors, but I think most of them are busy pursuing their own visions," he added.



Regardless of who would come aboard for the supposed project, they'd need the thumbs-up from Valve boss Gabe Newell, who holds a rather soured opinion of what Hollywood offered him so far. "Directors down there wanted to make a Half-Life movie and stuff, so they’d bring in a writer or some talent agency would bring in writers, and they would pitch us on their story," he told us. "And their stories were just so bad. I mean, brutally, the worst. Not understanding what made the game a good game, or what made the property an interesting thing for people to be a fan of."
Product Update - Valve
- All Test Courses are always available in Offline Splitscreen.
- Fixed the Calibration Course sometimes not being selectable from the in-game pause menu.
Kotaku

Valve Writer Picks the Perfect Men For a Half-Life MovieWe chatted with film director Guillermo del Toro at the New York Comic-Con earlier this year, and he told us one of his dream jobs would be to make a movie with Valve.



Turns out the feeling's mutual.



In an interview with New Rising Media, Valve writer Marc Laidlaw outlined three directors who, for varying reasons, he thinks could all do a great job bringing Gordon Freeman's sci-fi adventures to the big screen.



"If Paul Verhoeven returned to science fiction films, he would do something insane with Half-Life… maybe something objectionably insane, but at least not boring", he says. "Peter Jackson has proved himself an amazing purveyor of faithful adaptations. Guillermo del Toro has the horror vibe that I think a lot of people miss out on when thinking about a Half-Life movie. Half-Life is essentially horror after all. The science in it barely passes as hand-waving, but when a headcrab jumps at your head, it's a precisely engineered jolt. There are probably a lot of good potential directors, but I think most of them are busy pursuing their own visions."



Man, a Paul Verhoeven—he of RoboCop and Total Recall fame—Half-Life movie... what a thing that would be.



Interview With Marc Laidlaw: The Writer Of Half-Life [New Rising Media, via PC Gamer]


PC Gamer
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title="Permanent Link to Steam logs over 6 million concurrent users during Thanksgiving weekend">Steam concurrent users graph







Combating Thanksgiving food comas with the awe-inspiring power of the gaming binge, over 6 million gamers logged into Valve's digi-hub over the weekend after enduring the motions of spending "time" with "family." Undoubtedly spurred on by the Autumn Sale and its many wallet puns, the surge also rode the waves of numerous major releases such as PlanetSide 2, Assassin's Creed 3, and Call of Duty: Black Ops 2.



The ballooned player count peaked around 11:00 a.m. PST Sunday with 6,045,912 users logged on, Kotaku noticed. Notice that's concurrent logins, not active game sessions—while games define the vanguard of Steam's excellence, the chart gathers numbers from simply having the program launched and running. That's where the always-handy Steam Graph service steps in with more numbers for your numbers.







Plugging in a few top releases into Steam Graph for the Thanksgiving weekend shows a fair spread across PC gaming's most popular genres. Dota 2's un-beta boasted a little over 170,000 simultaneous players on late Saturday, while soccer-sim Football Manager 2013's surprising strength topped at around 60,000. On Sunday night Black Ops 2 spiked at 51,000 soldiers, and PlanetSide 2's fight for Auraxia swelled to 30,000 Steam conscripts last night. Lastly, as many as 15,000 stone-faced killers were concurrently shoving sharp metal objects into various people in Assassin's Creed 3.



Conclusion? I'm really tired of turkey sandwiches, but Steam's powerful presence on the PC only increases with each passing year.
PC Gamer
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title="Permanent Link to Tidehunter guide – Dota 2 Hero College">THfrontpagecloseup2







"Who needs a big brain when you've got teeth like mine?"



That line, plucked from Tidehunter's stable of bassy, boastful voice-over, tells you everything you need to know about him. The disenchanted former champion of the Sunken Isles is big, green and—relative to certain other Heroes—straightforward enough to play with your brain turned off. He’s a mana-efficient, no-frills initiator and a loveable lug all-around.



You can blame his ultimate for this. Screen-wide, tentacle-driven stuns that last for a sweet 2.77 seconds have a way of making everyone —ally and enemy alike—stop in their tracks.



But let's take a step back and examine Tidehunter through a more technical lens. The melee, strength-focused hero is part Aquaman, part Hulk. He’s a team player, a Hero who shines brightest when he's with his posse. Almost everything in his armament reflects this. Gush? Slows, damages and reduces armor. Kraken Shell? It provides marginal damage reduction, sure, but it lets him shed unfortunate debuffs. Anchor Smash? Injures and adds insult to injury by reducing enemy damage output. Both from a traditional and a practical standpoint, Tidehunter is built for initiating combat and soaking damage.

Page 1 - Skills

Page 2 - Items, How To Play Tidehunter

Page 3 - Tidehunter Wallpapers

 

DIFFICULTY:

Spells: Easy

Farm: Easy

Positioning: Easy-Moderate

Overall: Beginner-friendly



SKILLS

Occasionally dismissed as a one-trick pony, Tidehunter is not without his intricacies. In the hands of a competent player, he’s is more than a simple bludgeon—he can be a work of art, and a percursor to bigger, badder things. And while that is excellent, this doesn't change the fact that a hammer to the face, regardless of whether it's being wielded by a novice or a veteran, is still a hammer to the face.

GUSH

Summons a gush of water to damage an enemy unit, reducing their movement speed and armor.

http://youtu.be/68728IYAiok



Gush is, quite literally, Tidehunter regurgitating bilgewater and stomach acids on an adversary. What else would cripple and eat through dense armor? Filtered Avian? Please.



With that taken into consideration, it’s an unexpectedly lovely ability. The armor reduction from Gush isn't really comparable to the havoc that Dazzle's Weave can wreck on the enemy team but for a skill that comes with a touch of damage and a 40% reduction in movement speed? It works. It really does.



Because it works in so many possible ways, it's easy to forget that Gush comes with an exorbitant price tag. Compared to the other skills in Tidehunter's arsenal, Gush is expensive, so much so that, in the earliest stages of a hypothetical match, it's the only thing you'll be able to cast before you have to chug down a mana potion.



Much like in real life, careful budgeting is essential here. Make the mistake of overestimating how much mana you have after that initial Gush and chances are you'll find yourself in the midst of your enemies with nothing but a sheepish grin to protect you.



Damage: Magical

Mana Cost: 120 / 120 / 120 / 120

Cooldown: 12 / 12 / 12 / 12

Damage: 110 / 160 / 210 / 260

Slow: 40% / 40% / 40% / 40%

Armor Reduction: 2 / 3 / 4 / 5



KRAKEN SHELL

Creates a thick armor shell that reduces physical damage and removes negative buffs when damage received reaches a critical threshold. Kraken Shell does not stack with items that provide Damage Block.

http://youtu.be/mbIfRCkRM6g



Of all of Tidehunter's abilities, Kraken Shell is probably the one with the least immediate value. But that doesn't mean it's irrelevant. Kraken Shell can be great. Regardless of whether we're talking about 28 or 2000 base damage mitigation at level X , any means of cushioning the impact of a hit is amazing and while it doesn't quite scale into late game, that early 15% reduction (on average, most heroes will be dealing roughly 150 to 175 damage per basic attack by the time you have Kraken Shell maxed) in incoming damage is still pretty darn sweet.



More importantly, however, much like the safety belt we so often take for granted, Kraken Shell will save your life. Take this story as an example.



A friend of mine and his team had cornered an enemy Tidehunter in the river near Roshan. Doom seemed inevitable for the unfortunate Leviathan. As Tidehunter's health dwindled away, the Mirana on his team made one last desperate attempt to save her comrade. She hit her ultimate. Tidehunter became invisible. Just as quickly, my friend's teammate responded with Dust of Appearance.



“Pro,” my pal thought approvingly. The fish would die.



For a split second, Tidehunter returned to view before, just as abruptly, he vanished from sight again.



Silence followed.



“You did get dusted, right?” A hesitant inquiry over all-chat.



“Yes.”



“... why can't I see—oh. Kraken Shell. Damn it.”



Ability: Passive

Damage Reduction: 7 / 14 / 21 / 28

Damage Threshold: 600 / 600 / 600 / 600



ANCHOR SMASH

Tidehunter swings his mighty anchor to damage nearby enemies and reduce their attack damage.

http://youtu.be/30uJcLr3ttA



While Tidehunter is normally picked for that outrageous ultimate of his, Anchor Smash is what puts him completely over-the-top. His third ability is what separates leviathans from bottom feeders, what anchors him as one of the best initiators ever.



Even after taking the maritime menace's shallow mana pool into account, Anchor Smash, with its low cost and near-negligible cooldown, is still delightfully spammable. Four seconds? 60 mana? It doesn't really get better than that.



But wait, it does: Enemies caught within Anchor Smash's generous radius of effect will receive a 40% reduction to their base damage for up to six seconds.

In a game so often dominated by hard-hitting, autoattack-loving carries like Anti-Mage and Drow Ranger, Anchor Smash is a godsend. At the cost of a measly 60 mana, it allows you to almost halve the damage output from any given hero. Sure, it does nothing against, say, Lina's ultimate, but it can certainly make Night Stalker less of a reason to wet your pants.



Damage: Physical

Mana Cost: 30 / 40 / 50 / 60

Cooldown: 7.0 / 6.0 / 5.0 / 4.0

Damage: 75 / 125 / 175 / 225

Damage Reduction: 40% / 40% / 40% / 40%

Duration: 6 / 6 / 6 / 6

Radius: 400 / 400 / 400 / 400



RAVAGE

Slams the ground, causing tentacles to erupt in all directions, damaging and stunning all nearby enemy units.

http://youtu.be/BZBsiD9wuWQ

In a perfect setting, you'd be equipped with every item that you need, be blessed with phenomenal, catlike reflexes and no lag whatsoever. The enemy will be bunched in a group. You'll blink in, a watermelon-patterned behemoth of death and destruction, and hit R for Ravage. Ecstatic screaming ensues. A disgruntled enemy will sullenly announce ”GG.” “Good game,” you'll think to yourself, as you let a smile unseen curve your lips as the team marches onwards to enemy's last bastion of defense. Yes, this is the sort of MOBA memory you’ll stow away as a future story for your grandchildren.



It doesn't always happen like that.



In fact, it usually doesn't. Generally speaking, it's more likely to go like this:



Your Naga Siren will decide it's high time to sing the song of her people. Why? Because she is the prophesied carry, because an ultimate that temporarily emasculates both teams (enemies will neither move nor take damage during Siren's performances) is apparently far more effective than a damaging, screen-wide stun. Because she damn-well wanted to.



"But I thought I was initiating!" She'll remark as your head sinks against the keyboard.



"..."



No one ever said it was easy being green. That said, Ravage still rocks. It's one of the reasons that Tidehunter sees so much play. Even at level 1, his ultimate boasts of an impressive 885 radius and a sizable 2.02 stun. As you might have guessed, it isn't too hard to hit your mark with Ravage – all it really takes is the ability to be within the same general vicinity as the enemy. Hit 'R' to win, idiot teammates notwithstanding.



Damage: MAGICAL

Mana Cost: 150 / 225 / 325

Cooldown: 150.0

Damage: 200 / 325 / 450

Radius: 825 / 925 / 1025

Duration: 2.02 / 2.32 / 2.77



Next page: Core Items, How To Play Tidehunter



TIDEHUNTER CORE ITEMS

(Buy these items or we can't be friends.)







Arcane Boots

For all of his stellar qualities, Tidehunter's almost painfully mana inefficient, a gas guzzler if there ever was one . Consequently, no other form of footwear better complements Tidehunter than a pair of Arcane Boots. To provide a bit of perspective on the matter, Arcane Boots will bolster Tidehunter's existing mana pool by an additional 250 points—that's more than enough for two extra Gushes. Once you throw in Arcane Boots' active ability—it feeds you and allies within a certain radius 135 mana—there's really no other reason to opt for different shoes.

Blink Dagger

Blink Dagger is Tidehunter's little black dress : simple, perfectly suited for every occasion and an absolutely essential part of his wardrobe. Though a somewhat costly investment—2150 gold isn’t exactly lunch money—it's one that is worth its weight in precious metals, primarily because it circumnavigates Tidehunter's biggest weakness: his lack of maneuverability. With a Blink Dagger, Tidehunter won't have to worry about his torpid turn rate or his minimal talent at crowd control. Instead, he'll be able to pretend to be a freakin' ninja albeit one that has more in common with sashimi than the folk who eat it.





HOW TO PLAY TIDEHUNTER

Early game is an interesting beast. Depending on who you talk to, the correct method for playing Tidehunter can differ drastically. For some, like a friend of mine who routinely engages in high-level games, Tidehunter's natural habitat is either the offlane or the aggressive trilane . In the former, his role is to harvest as much gold and experience as possible, to disrupt his opponent's attempts at creep-based agriculture and be as much of a pain as possible without compromising his safety. If he's part of a three-way, Tidehunter's role changes a bit. Here, he often finds himself instigating contact between neutral creeps and his own or aggressively spraying bodily fluids of some variety on the enemy.



For others, like Loveless and this errant League of Legends player on DOTAfire, Tidehunter can be more of a supportive character or an aggressor in a two-man show. It varies, really, especially in public games where nothing is really impossible.



Depending on the setup of the match, Tidehunter's skill build will change as well. Should Tidehunter be positioned in the solo offlane or in any other similar scenario, Anchor Smash will take priority over Gush. Inversely, if the Hero ends up responsible for catalyzing kills, Gush often gets maxed out first. Regardless of the situation, however, Kraken Shell is usually left for last. Though it offers increased damage reduction, its importance is far outweighed by the other skills in Tidehunter's repertoire. (Needless to say, Ravage is leveled at every possible opportunity.)



Once mid-game approaches, things become less ambiguous. Ultimately, Tidehunter was created for one purpose and one purpose only: to initiate fights and to mitigate all incoming damage, something that becomes all too easy after the introduction of a Blink Dagger. With the aforementioned accessory, Tidehunter will be able to catapult himself into the center of his unsuspecting enemies to cast Ravage before following up with an Anchor Smash and the usage of Gush on anyone attempting escape.



The rest of the game generally follows the pattern: Blink. Ravage. Anchor Smash. Gush. Rinse and repeat. What usually varies toward end game are the items that you purchase after that all-so-crucial Blink Dagger. If the other team is heavy on stuns or magic damage, it's not uncommon to see a Black King Bar or a Pipe of Insight fitted into Tidehunter's shopping list. Shiva's Guard, however, is frequently the tertiary purchase of choice, thanks Tidehunter's normal placement in any team fight. Should the game drag on long enough, a Refresher Orb can make an appearance as well. More eclectic picks such as Vladimir's Offering, Assault Cuirass and even Radiance have all been made to work—it's largely up to the individual. So long as you don't deviate from the core formula, Tidehunter can be a swimmingly easy Hero to captain.



Cassandra Khaw is a street dancer, an entry-level audiophile, a voracious reader and an itinerant freelance journo for places like Tech Hive, PC World, Indiegames Blog, PC Gamer and more. When not otherwise working at a weird hour, she can be found chasing down confederates in DOTA2 is a desperate attempt to keep them healed. Like every other hipster Asian out there, she started playing DotA about a decade ago and still misses Riki's original Ultimate.



Next page: Tidehunter wallpapers







The original Tidehunter art featured in this guide was illustrated by Lisa Cunha. Check out Lisa's portfolio.

Tidehunter wallpapers

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1920x1200

1920x1080

1600x900

3840x1080 (dual-monitor)

1024x1024 (iPad)

640x960 (iPhone)
PC Gamer
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title="Permanent Link to Steam Guard soon to be required for all Steam trading">steamtrade







From December 12th, trading through the Steam inventory will be restricted to accounts that have had Steam Guard, Valve's account protection system, activated for 15 days.



Steam's trading service lets users exchange items from different games, as well allowing for the swapping and gifting of the games themselves. Mostly, of course, it's used to facilitate Team Fortress 2's strange hat-based economy.



So what's brought about the change of policy? For starters there was the recent allegation that Russian mobsters were using TF2 to launder money by purchasing keys in bulk, trading them for earbuds, then selling them at a slightly reduced price. Perhaps more tellingly, the change is being made just before Christmas, when Valve traditionally likes to perform weird experiments with sale achievements and tradable items. As this Reddit thread points out, last year crafty users were able to exploit the coal promotion to get more favourable trades.



Steam Guard is a free service that forces an additional email confirmation every time you log in from a new PC. Tying an extra layer of protection to virtual economies is becoming an increasingly common practice - Blizzard already require Battle.net Authenticator for Diablo III players looking to use the real money auction house. If you're a regular Steam trader who's yet to enable Steam Guard, you've until tomorrow to make the switch and ensure uninterrupted service.



In other trading news, TF2 recently doubled the size of its maximum backpack size to 2,000, provided players are prepared to spend the £47.43 it would take to purchase enough Backpack Expanders to reach the limit. That might seem overkill right now, but in the future, when all goods and services are purchased through a Bill's Hat bartering system, you'll be glad of the extension.



Thanks, PCGamesN
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alec Meer)

What happens when you put Notch, Gearbox, Yogscast, Day[9], Bethesda, Valve and more in a room together? You’ll find out soon in a new release from Vivid Video. (DON’T Google that if you don’t already know what it is and/or are being observed by anyone). What about when you just put them in a virtual room? Well, then they play a Team Fortress 2 match for charity. (more…)

Kotaku

The Best Things In Video Games Are Broken I finally saw Wreck-It Ralph over the Thanksgiving break. It was heartwarming, delightful, charming. It nudged at some big-name titles in ways that made me giggle and nod in recognition. It covered the bases of a handful of video game tropes. It made jokes in the form of clever puns and cute character behavior.



But my favorite part about Wreck-It Ralph was an admission. An admission that, hey, sometimes what's unintentional in a video game is what's best about it.



Let me explain. If you don't know, Wreck-It Ralph brings the arcade environment to life. I don't mean that the film resuscitated the dying era of quarters used in exchange for playing games amongst fellow gamers in a public setting. I mean that video game characters come to literal life in the film, all connected to one another in this arcade world.



[Minor Wreck-It Ralph spoilers follow]



One such character is a little girl named Vanellope, living in a made-up racing video game called Sugar Rush. As a glitch in the system, she's been shunned from the rest of the game's community of characters, fated to live out her virtual days in some hidden cave she can glitch her way into. She's not allowed to race with everyone else—for fear of her pixlexia (as she calls it) having a negative impact on the game—even though racing is what she wants more than anything.



But being a glitch makes Vanellope a unique racer. She can jump and blip in and out of place, acting sort of like a power-up boost and in effect confusing everyone around her. Is that a heinous crime against the game's programming, though? Flat-out cheating? Or is that just a nifty, granted unintended feature when used properly?



***

Those unintended features sometimes make games even greater. Take Left 4 Dead 2, also known as one of the most addictive games I've ever played. Seriously, I've played every DLC, every mode, and every special event that game had to offer. And then I replayed it.



But one of my best discoveries in Left 4 Dead 2 is a particularly awesome glitch that completely lags out the game.



Why would you want to intentionally lag your game? Because Expert difficulty is damn hard. Or at least that's why a group of Xbox Live friends and I first decided to do it. Before it evolved into one of the most fun, community-created unofficial modes.







width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

Here's what you do. Grab dual pistols, find a melee weapon. Swap between dual wielding the guns to quickly grabbing the melee weapon. Being crammed into a corner usually helps. Eventually you'll start to create a huge mass of duplicated pistols spawning hilariously out of your back.



When enough duplicates are made, your game will start to lag out. As a bonus, I liked to play the Mutation DLC that grants you unlimited chainsaw fuel (known as Chainsaw Massacre). Lagging the game out feels like you're skipping through the map, generally keeping to the main path and trying to avoid zombies, stopping only to slice your way through any that happen across your immediate path. The goal is to rush through each level straight to the safe room.



But what's fun about that? Besides cheat-winning your way through each map on Expert mode, you'd be surprised how much this glitch impacts the way you play the game. I mentioned that it's best to speed through to the end of each level, avoiding bumping into zombies as much as you can. You can essentially run at your normal pace, while the flesh-eating creepers struggle to catch up to you. Playing with unlimited chainsaws is optimal, because you can easily tear through zombies even at the Expert level.







width="500" height="333" allowscriptaccess="always"
allowfullscreen="true">

But what about tanks? Oh man, let me tell you about the tanks. Tanks are sort of terrifying in Left 4 Dead. The music starts and you know you're in for some shit. You'd figure all lagged out, the tank wouldn't be nearly as terrifying. But you'd be wrong in thinking that.



If you've followed my advice and play using chainsaws, you'll have to get in super close to strike the Tank down with it. Which means you're at risk of getting Hulk-smashed and immediately knocked out. That Tank is a mean one on Expert. But you can't quite tell when he's about to get a hit in, because his lagged-out animations certainly won't be an accurate indicator. You get hit before you see yourself getting hit. So fighting a Tank becomes a game of guesswork, trying to identify when it's safe to go in for a slice before he can get a swing in. It goes: run in for a slice, run the fuck out, repeat. You're always just one fraction of a second away from getting hit, which, if that happens, you're likely to be left behind by your teammates. It's an unspoken rule that getting through Expert on a lagged-out, all chainsaws round of Left 4 Dead 2 necessitates that you don't linger around for fear of getting incapacitated by a nasty special infected. The adrenaline throughout fighting this lagged-out Tank is, as you might imagine, pumping vigorously.



A new, still incredibly fun way of playing Left 4 Dead 2 was born. And all because of one simple duplication glitch. That's the beauty of the unintended in video games: you can discover new ways of playing your favorite games. Whether that's a hidden corner, an unintended use for a grenade, or something that's a complete game-changer, it doesn't matter. Because it's fun to discover what you can and can't do in a virtual world that's effectively your playground.



***

Obviously some glitches are bad. They can ruin the experience. Old school Counter-Strike comes to mind, where players would bounce on each other's heads for an aerial view of the map where they were essentially untouchable. No one has fun with that (except maybe for the glitch-cheating player).



But sometimes glitches involve awesome discoveries. And that's exactly how Wreck-It Ralph portrays Vanellope in the film. She's misunderstood and mistreated. But when you finally understand what she can do within the bounds of reason, she's reasonably everyone's favorite character.


Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

Clearly, he is acting in the spirit of Mechsgiving. Whatever that actually means.

I don’t think it’s possible to have any misgivings over an update officially titled “Mechsgiving.” As for Portalmas, well, that one’s a bit more up for debate, seeing as it’s just a word I made up. But generosity’s officially in the air, and both Piranha and Valve are doling out fairly significant updates to their breadwinners, MechWarrior Online and Portal 2. Unfortunately, neither involves gigantic mechanized turkeys, but I suppose beggars in the midst of celebrating a decadent holiday of feasting and lethargy can’t be choosers. Still though, that’s far from a reason to mope. So let’s look under the ol’ turkey tree and see what we got.

(more…)

Product Update - Valve
Updates to Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Shared Changes (DoD:S, HL2:DM)
  • Fixed a client crash when launching the game

Day of Defeat: Source
  • Fixed the film-grain effect not drawing properly
...