German artist Daniel Ritthanondh is the man to thank for this Half-Life-inspired lamp, which will simultaneously light up your room and darken your dreams.
As big a Half-Life fan as I am, I could not own this. Wherever it went, I couldn't walk under it. Ever. That or I'd come home one day and creep up on it, shooting at it until it coughed up a human skull and giblets all over my living room floor. Which would just be too messy.
As the wait for news on the next Half-Life game goes on, Valve boss Gabe Newell has explained the famed developer's current strategy on revealing new titles.
Valve's experience with Half-Life and Half-Life 2 caused a rethink, leading the company to back off from talking about future games until they're good and ready, Newell told Penny Arcade.
"Part of the reason that we backed off talking so much about what was happening in the future is that when we've done that in the past, you know, with Half-Life 1 it was a year after we originally said it would be, Half-Life 2 basically if you go and read the forum posts apparently took us 50 or 60 years to get done, so we're trying to be careful not to get people too excited and then have to go and disappoint them.
"So we're sort of reacting in the other direction and saying, 'okay, well let's have things a little more baked before we start getting people all excited about it.'"
Valve's continued silence over the next Half-Life, be it Half-Life 2: Episode 3 or Half-Life 3, has frustrated many of its fans.
Earlier this month 10,000 Valve fans logged on to play Half-Life 2 en-masse in an attempt to make their campaign for more Half-Life information heard. It was the result of a Steam Group, called A Call for Communication (Half-Life), that is lobbying Valve to release more information on the future of the much-loved series.
"The lack of communication between Valve and the Half-Life community has been a frustrating experience. While continued support for current and future products is greatly appreciated, fans of the Half-Life series have waited years for a word on when the franchise will return," the group's description reads.
"We're acutely aware of how much we annoy our fans and it's pretty frustrating to us when we put them into that situation," Newell told Penny Arcade, while agreeing with the suggestion that there is tension between all the various projects the company is interested in doing.
"We try to go as fast as we can and we try to pick the things that we think are going to be most valuable to our customers and if there's some magic way we can get more work done in a day then we'd love to hear about it.
"But we recognize that it's been a long time whereas we have so many games that people really love - Counter-Strike, Half-Life, Portal, Left 4 Dead, not a whole lot of Ricochet enthusiasts out there, and at the same time we want to be making sure that those games and those stories and those characters are moving forward while also making sure that we don't just get into terminal sequelitis."
In June 2009 Newell said he had "very good reasons" for not discussing Half-Life 2: Episode 3, but refused to be drawn on them or when the developer would be able to open up about the concluding chapter in the FPS saga.
"I get a ton of email every day saying why aren't you talking about Episode 3? And there are very good reasons why we're not talking about Episode 3, which I can't talk about yet, but I will," Newell said at the time.
And last year, Newell told Eurogamer he wouldn't trade the "enthusiasm and straightforwardness of our fans for a quieter inbox".
It's hard to put my finger on a "favorite" part, really—there are so many iconic moments that they all kind of blend together. But if I had to name one, it would be the bridge level.
You know the one I'm talking about. Near the end of "Highway 17," you'll arrive in a small villa that's located along a cliff. Up a hill is a long bridge, along which are running menacing Combine trains. To get Gordon's buggy up onto the track, you'll have to go to the other side of the bridge and unplug the combine force field that's blocking your way. And to get to the other side of the bridge… you'll have to go under it.
This is one of those make-or-break moments, when the designers at Valve grabbed their ambitions and carried them into the end zone so assuredly that it's still impressive, coming up on ten years later.
You enter the bridge support structure. And then you come out, and you're on a deck looking out onto the scaffolding underneath the bridge. It looks like you can jump down there… but can you? Is this safe?
The sound effects here are key. The wind, ripping into your ears, cutting through the air beneath this massive metal structure. It truly feels as though it could blow you off.
And so then, you jump. Everyone who has played this level has probably died at least once; slipping on a girder and tumbling, watching the ground come rushing up towards you. Just watching the video above gives me vertigo. I could play this level a hundred times and never tire of it—it is pure video game magic.
And once you're halfway across, things get even better. A train goes by above you, foreshadowing the coming race against the onrushing train that closes out this level. And once you've made it to the other side, cleared out the nest of combine soldiers and deactivated the force field… well then you have to make your way back. But why should you get to make your way back exactly the same way you came? Wouldn't it be much more interesting if a flying whale-helicopter attacked you and totally wrecked your shit?
This bravura section is my favorite single bit of Half-Life 2. The video of it is broken into three parts, with the middle section above. You can watch the whole thing on YouTube: Part one, part two, and part three.
Or, you know, you can just go play it again. You know you want to.
Thanks, Graag, for posting these videos.
Actually, calling it an action figure does it a bit of a disservice. The term "action figure" conjures all sorts of images, mostly of very small men. This custom Strider from the Half-Life universe is not very small at all.
Not only does it look awesome, but its builder, nomadamusic, says it was almost entirely made from scratch, and even includes a few points of articulation.
Who needs large toy companies when individual artists can make their own Striders? Not nomadamusic, that's for damn sure.
Valve's $100 Valentine's Day gag was actually taken up by a lot of people, who figured the money was well spent since it gave them a chance to broadcast a message to the entire Team Fortress 2 community.
What resulted, then, were not actual engagements, but people making Half-Life 3 jokes for the whole world to see. Which may be what Valve expected all along, and is why the entry barrier to such power was set so high.
TF2′s $100 wedding rings are one dirty joke [PC Gamer]