Counter-Strike 2

In many ways, last night’s CS:GO grand final at IEM Oakland was a battle between two opposing philosophies on how to build a top-tier esports team. On one side of the match you had FaZe Clan, a team created by buying out contracts from other top teams and assembling  an all-star roster of talent from across Europe. Playing against them you had Ninjas in Pyjamas, a Swedish team with three veterans of the game who have been playing together for years, and two young up-and-comers who they’ve scouted from lower-tier teams and given a shot at competing in the highest level of professional Counter-Strike.

On paper, it didn’t look like much of a matchup. FaZe Clan’s dazzling roster of star talent has been consistently winning big events over the last few months, while the new NiP lineup has struggled throughout the year, culminating last month in a failure to qualify for the next ELEAGUE Major in Boston. Before the match got underway, NiP was being sold by the analyst desk as an underdog with a slim chance at making it through all five maps, and judging by recent performance, this was a fair assessment.There was, however, some early warning signs that this wouldn’t be the walk in the park for FaZe that many were predicting. Throughout the group stages it was clear that NiP had found a new chemistry with their recently-acquired young teammates, and any remaining doubt about their competence should have been expelled when they walked through the #1 team in the world in the semifinals.

Through all five maps of the grand final, the old guard of NiP proved why they’ve been at the top of the game for so long, landing incredible shots and making smart position plays that kept them winning rounds even when outnumbered or outgunned. 

Many of the rounds were so closely-contested that huge individual efforts were required from virtually every member of both teams to keep the games close, which resulted in some exciting Counter-Strike to watch, and a handful of stellar highlight-reel plays.

After trading map wins back and forth, it all came down to the fifth and final game on Cache, where a close first half lead into a handful of back-and-forth rounds, leaving the score at 10-9 in favour of NiP. Then a gap began to appear. The Swedes began to pull new tactics out of their deep repertoire, like having REZ flank through mid with some excellent timing, and sending GeT_RiGhT up into the A site boost spot to wreak unexpected havok.

All of a sudden the score was 15-9 courtesy of a string of inventive rounds from NiP. After a brief rally due to a big play from karrigan, FaZe was defeated 16-10. One of the most severe slumps we’ve seen a top-tier team go through in modern recollection was at an end, and NiP’s new lineup proved themselves to be a potent combination of old-guard experience and tactics, and new-school talent and energy.

Perhaps the biggest surprise of the tournament was the performance of 19-year-old REZ, the newest addition to the NiP lineup and a new face in the upper echelons of CS:GO generally. He was consistently a top performer for his team, dropping 24 frags in the first game against FaZe and earning himself HLTV’s MVP award for the tournament.

The Swedish team still won’t be attending the Boston Major in January, but they’ve shown that they still have the potential to compete at that level with their new roster, and the $129,000 they’ve taken home this weekend should be an effective salve for the pain of their weaker performances earlier in 2017.

Counter-Strike 2

In the inaugural match of the Counter-Strike: Global Offensive semifinals today at the Intel Extreme Masters in Oakland, California, perennial Swedish faves Ninjas in Pyjamas got off to a rough start. After losing their first pistol round to SK Gaming—the number-one ranked team in the world going into this tournament—the Ninjas proceeded to lose four more rounds consecutively due to some aggressive flanking maneuvers from SK’s fer.

Round six appeared to be heading in a similar direction, with NiP’s Xizt left alone at half health to defend the bomb against two opponents. All signs pointed to an unstoppable-looking SK continuing to dominate the match, but Xizt proved why he’s been an instrumental part of the NiP lineup for half a decade now with a beautiful AK-47 spray into A bombsite that eliminated both surviving SK players.

Despite SK Gaming winning the next two rounds, bringing the score to 7-1 in their favour, the momentum had shifted out from under the Brazilian team. Ninjas in Pyjamas found new strategies to shut down SK’s aggression, and won every round for the rest of the half, leaving them at 8-7 going into their CT side.The second half of the map was similarly lopsided, with SK Gaming only winning 2 more rounds before NiP closed out the first game of the best-of-three series 16-9. For a match against ostensibly the best team in the world, on the map that SK had selected to play on, this was an impressive result for a NiP squad that has struggled to produce results at recent LAN events.

Compounding the impression that they were finding their formerly world-beating form once again, Ninjas in Pyjamas went on to win the semifinal match 2 maps to 1, losing on Cache courtesy of a massive 32-frag performance from SK’s coldzera, then coming back to close the match out on Inferno.NiP’s GeT_RiGhT put on a show of his own in the final rounds of the third map, with a flanking maneuver so good that he surprised even the announcers.

Ninjas in Pyjamas will now move on to face the winner of the other semifinal match between Cloud9 and FaZe Clan, attempting to add one more championship trophy to their already impressive mantle tomorrow afternoon. If they pull it off, it will be a ringing reminder of their potential to a viewership that had begun counting them out of this tournament before it had even begun. 

Counter-Strike 2

The Intel Extreme Masters pro gaming tour has kicked off in Oakland, California, and you can watch the action streaming all weekend for both PlayerUnknown's Battlegrounds and Counter-Strike: Global Offensive.

Above, you can see the PUBG battle royale 20-team tournament, competing in four matches on Saturday and four more on Sunday, all in first-person perspective. The action is underway and will pick back up Sunday at 1pm Pacific. The teams are competing for a share of a $200,000 prize, with the winners taking away $60K.

Meanwhile, CS:GO's tournament (embedded below) will feature the semifinals (now in progress) on Saturday and finals on Sunday beginning at 1:15pm Pacific. The purse is $300,000, with the top team to walk away with $125,000.

Counter-Strike 2

Valve has rolled out a new Counter-Strike: Global Offensive matchmaking system that expands on the Prime Matchmaking system it launched last year. Called Trust, the new system takes a more holistic approach to connecting players than Prime by taking into account a much wider range of factors, including some drawn from outside of CS:GO. 

Prime Matchmaking requires that players link their accounts to their mobile devices and have a minimum CS:GO rank of 21, to help ensure a reasonably consistent level of skill and commitment between connected players. But that "created a hard boundary in the CS:GO community, and players who might otherwise be perfectly happy playing together were separated," Valve said in a blog post

Enter the optimistically-named Trust system. "What if the Prime system was re-imagined using a wider range of factors? We started with that question, and have been experimenting with matching players using observed behaviors and attributes of their Steam account, including the overall amount of time they had spent playing CS:GO, how frequently they were reported for cheating, time spent playing other games on their Steam account, etc," Valve wrote. "We call this system Trust, and these factors considered together form a player’s Trust Factor." 

The experiment appears to have worked out. The post says that matches created using Trust have resulted in fewer reports, even among players who don't have Prime status. As a result, Trust Factor will now be the default CS:GO matchmaking system, although players who prefer Prime can stick with it for now. 

The blog post includes an FAQ, although some of the most obvious Qs aren't Ad: Valve isn't going to provide the full list of variables that determine your Trust Factor, nor is it going to tell you what your Trust Factor is or how you can improve it beyond the general suggestion of not being a dick. 

"We’re still iterating on the Trust Factor model and adjusting the way various factors are combined, but we want to make sure that all you have to do to improve your matchmaking experience is continue to play CS:GO and other Steam games legitimately," the post says. "The more you play, the more information the system has and the easier it will be for the system to determine who you should be matched with." 

Still, if you think your Trust Factor is somehow off the mark because you're getting low-quality matchups (and you're reasonably confident that you haven't been a dick lately), you can drop a "Trust Factor feedback" inquiry email to CSGOTeamFeedback@valvesoftware.com. 

Half-Life 2

This feature originally ran in issue 310 of PC Gamer UK. You can currently subscribe to both US and UK versions of the magazine for less than their usual price thanks to a holiday promotion.  

My name is Pritus Jenkins, Citizen #00670. I know this number by heart because in the last few hours I've had to recite it around five times. Such is life as a citizen in City 17, where the alien Combine which patrol the streets love nothing more than to stop and harass me. I'm playing on a multiplayer Garry's Mod server, roleplaying Half-Life 2. But the role I play isn’t that of a hero. I am no Gordon Freeman. I am Pritus Jenkins, a 55-year-old man with a limp. And I’m hungry.

If Half-Life 2’s roleplaying community were a food, it’d be the bland, mushy packet of rations I receive hourly from the dispensary located just off the central square of the dystopian city. This isn’t a place for grand adventures and bravery, but a community of hundreds dedicated to experiencing the hopeless oppression of a society crushed under authoritarian alien rule.

Half-Life 2 roleplayers are a hardcore bunch. Even the Combine soldiers, toting weapons and bureaucratic power, are hopelessly chained by their dedication to believable roleplay. When it’s my turn to receive my rations, which are handed out by Combine players every hour, I’m asked to 'apply'—to state my name and Citizen ID. The Combine soldier uses emotes to inform me that they're looking up my file in the tablet they’re holding. I stand there, silent, for an uncomfortably long number of seconds. Then the Combine soldier turns around, grabs a unit of rations, and shoves them into my character's hands. That player will do this countless times as other citizens, like me, stop by to get their food.

As I walk around and explore the ruined alleys and dilapidated streets of this City 17 district, I can see the other citizens looking at me. Some talk amongst one another in whispers, while others lean against walls using in-game emotes to smoke imaginary cigarettes. It's an almost perfect recreation of the mood of Half-Life 2's opening hour, only with real players instead of computer actors playing out the mundane minutes of their pointless lives.

After a few minutes, one player approaches me but just as he's about to say something, a Combine soldier comes around the corner. He turns away. When the Combine soldier passes, the man immediately turns back and heads back my way.

"Ugly," he says.

"What did you just call me?" I type back. There is no voice chat, so every exchange is written in a text box on the lower left of my screen.

The man turns and walks away. Hesitant about what I should do, I decide to pursue him at a distance. I don't know these streets, I don't know these people. But maybe if I follow this man to his destination, he'll do something suspicious and I can report him to a Combine soldier and get him arrested.

After a few minutes of stalking him, the man stands before a locked gate. I crouch behind a piece of corrugated steel, watching and hoping he'll do something dumb.

"Citizen, apply!"

I turn around to find a Combine soldier right behind me. Without complaint, I tell him my name and Citizen ID.

"Face the wall," the soldier commands, and I wonder if the few minutes I spent on this server are about to come to a depressing end. "What were you doing?"

"N-nothing, sir," I say. "I thought I dropped something."

Without another question, the Combine places a zip tie around my hands, binding them so that I can't attack him—not that I'd be able put up a fight anyway. Out of the corner of my eye I see the citizen I was following scoff at me.

"I've been watching you for a while," the Combine soldier tells me. "You’re acting pretty suspicious. I'm going to take you in for questioning. Follow me."

Not sure what to do—or even what I could do—I turn around and begin to follow the soldier.

"Ugly."

I turn around and see the other citizen staring at me. His character wears a blank expression, but there's a smugness about it too. I've been roleplaying in Garry's Mod for maybe 20 minutes now, and already I've come face to face with the cruelty of its world. Somewhere, far from here, Gordon Freeman and the Resistance might be fighting to liberate the people of City 17, I imagine. But as the Combine soldier leads me to the ebony black doors of the Combine headquarters in this area, I fear I won’t be one of them. 

Half-Life 2

The images in this piece were originally posted on Valve Time. We reported on them earlier this year.

Junction Point Studios is best known for developing the Wii-exclusive action adventure Epic Mickey. But this wasn’t the first project for the studio founded by Warren Spector after his departure from Ion Storm Austin. Somewhere between the end of 2005 and mid-2007, Junction Point studios worked on an additional Episode for Half-Life 2 that was ultimately cancelled by Valve.

In the interceding years, only a handful of details about the Episode have emerged. The Episode would have introduced a new weapon called the 'magnet gun', although it was never explained how the gun worked. In addition, earlier this year, purported images of the project leaked online, depicting what appeared to be the zombie-infested town of Ravenholm carpeted in snow. But whether these environments formed part of Junction Point’s final vision for the project, or to what extent Ravenholm would have appeared in the Episode, was never determined.

Now, though, PC Gamer can confirm that not only was Ravenholm to feature in Junction Point’s Episode, but it was to be the focus of the entire game. "We wanted to tell the story of how Ravenholm became what it was in the Half-Life universe. That seemed like an underdeveloped story that fans would really enjoy," says Warren Spector. "In addition to fleshing out the story of Ravenholm, we wanted to see more of Father Grigori and see how he came to be the character he later became in Half-Life 2."

Part of the reason little has been revealed about the project is because Spector’s memory of that time is hazy at best. Aside from that Father Grigori would have featured prominently, Spector remembers little else about how the story would have unfolded. When the images of the Episode were placed online, the map’s content suggested two characters named Duncan and Scooter would accompany the player, but Spector cannot recall them. Indeed, he isn’t even sure whether the player would have assumed the role of Gordon Freeman or played a different character.

The magnet gun was Junction Point s twist on the gravity gun idea from the original Half-Life 2. Instead of drawing objects into the player s grasp, it would attract metal objects to a remote location...

What Spector can recall, and in considerable detail, is the magnet gun, and how it would have functioned. "If I remember correctly, it was team lead Matt Baer who came up with the idea for the magnet gun," he says. "It went through several iterations, but the one I remember was one where you’d fire a sticky magnetic ball at a surface and anything made of metal would be forcefully attracted to it."

The magnet gun was Junction Point’s twist on the gravity gun idea from the original Half-Life 2. Instead of drawing objects into the player’s grasp, it would attract metal objects to a remote location designated by the player via firing the magnetic balls at a surface. Spector cites several colourful examples of how this could have been used.

"You could fire it at a wall across an alley from a heavy metal dumpster and wham! The dumpster would fly across the alley and slam into the wall. You can imagine the effect on anything approaching you in the alley – either squashed or blocked. Or you could be fighting two robots and hit one with a magnet ball and they’d slam together making movement or combat impossible for them. Or you could be trying to get across a high-up open space with an I-beam hanging from a cable in the middle. Stand on the I-beam, fire a magnet ball at the far wall, the beam swings across the gap, walk off it, done."

Although Half-Life has always been a linear shooter, Half-Life 2's Episode Two expansion experimented with a slightly more open-ended structure, especially toward its conclusion. Meanwhile, Spector’s own games have always been geared toward letting the player explore and interact with the environment in numerous ways. Would we have seen an open world version of Ravenholm in Junction Point’s Episode? Spector says no. Well, mostly no. “We would have followed the Half-Life pattern. Half-Life players had expectations and thwarting them would have been crazy. Having said that, introducing the magnet gun would inevitably have opened up new gameplay possibilities players would likely have exploited in unpredictable ways," he says.

This was Junction Point’s rough design pitch for its Half-Life 2 Episode. But how much had Junction Point put into production at the point of cancellation? Spector says it had "put in a solid year" of work into development and had a "small area that demonstrated how the game would look when we were done" in place, alongside a "vertical slice" that showed the magnet gun in action.

Spector doesn’t know why Valve decided to ultimately cancel the project. But he describes the news as "frustrating". "We had just figured out how to really use the Source engine, how to get the most out of it and we had just started building what I thought was amazing stuff. And that’s when Valve pulled the plug," he explains. 

"To this day, I don’t really know why [Valve] decided not to move ahead with the Episode, but they did and, frankly, that worked out okay. If they hadn’t we might not have been available to work on Epic Mickey for Disney," he concludes. "Everything happens for a reason, I guess."

Dota 2

Turbo mode was one of the headline announcements when Dota 2's Dueling Fates update hit. It's a version of the main 5v5 mode where everyone picks the hero they feel like playing (no bans or particular pick order or anything) but it's a lot shorter. It's also the best thing Valve have added to the game in years. 

I think Turbo mode got a bit lost in the excitement about two new heroes—one new character is such a rare occurrence in Dota so two is like early Christmas. Plus the patch notes themselves were more than 11,000 words long, each sentence detailing a new change. With the sheer volume and complexity of stuff to parse—nap time for neutral monsters, free mangoes for particular heroes—I feel like Turbo mode ended up not exactly overlooked but, as one of the changes which was actually easy to understand, you could give it a nod and move on. 

The way it achieves brevity is as follows: each hero earns gold and experience faster so they can buy items faster and level up faster; defensive towers are weaker so it's not as hard to knock them down; respawn times are reduced meaning you spend less time definitely not grumpily tabbing out while dead; and you can buy anything from anywhere instead of summoning a long-suffering donkey or dithering in a side shop.

All of this leads to a quicker, lower-stakes style of match which is more forgiving to newcomers and rusty returnees alike. I think it might actually end up being my main mode in the same way that ARAM (all random, all mid) is in League of Legends.

Pretty much everything about the game is set up to lower toxicity.

I think the best thing here is that pretty much everything about the game is set up to lower toxicity. The matches are shorter so if you botch things up the experience will be over soon. I usually take forever to try out a new champion or step outside my comfort zone because the idea of potentially wasting an hour is a significant obstacle. It also carries the threat of other people being furious about you wasting their time. 

Defensive tower changes also mean that you don't get stuck trying to end a game. The respawn timer tweaks mean there's less downtime and thus fewer opportunities to get bored, or to be significantly absent from fights in a way that your team can feel let down by a careless death.

That doesn't mean stakes have vanished entirely. In one match I played, an Anti-Mage who had been doing sterling work needed to leave. Three of the remaining four of us were pretty chill about it and one person was hell-bent on reporting them for the abandon. I mean, I get that it's frustrating to have wasted time and we probably lost the game based on that sudden absence. But it was nice that most people on the team were typing variants of "it's fine—it's only Turbo mode" into chat instead of having a big old barney.

Dota 2 has had various forms of practice mode for a while. There's a sort of singleplayer tutorial thing where a parrot teaches a dwarf with a gun some basic principles; there are a bunch of custom game modes which let you get practice last-hitting creeps and things like that; there's a third-party thing which lets you practice the typed combos which produce the ten Invoker spells; there's a demo hero mode which lets you set your hero level, toggle invulnerability, experiment with builds and so on in an isolated mid lane scenario. None of those feel sufficiently like a real game to help ease you into playing "real" Dota matches. 

Turbo mode tends to head to clown town after about 10 minutes —for me it's the point at which I've earned more gold than I would ever normally do, bought all my support items and am eyeing up a casual Mjollnir—but before it does you still get a bit of the laning experience. You still do some warding or some ambushing. You still need to figure out pathways around the jungle, or guard against being jumped by a suddenly invisible enemy team. You still need to actually get to grips with your character's abilities. It's just that you're a kazillion times less likely to get abuse for not knowing that stuff perfectly. 

With destination clown town in mind it's not really a place where you'll learn late game strategies or how to break into a foe's base (although a couple of the changes in 7.07 might help with the latter anyway). But it's far more of a helpful playground for a Dota experience than the previous options, and far more likely to be populated given it's an official game mode rather than something hidden within custom games. 

I stopped playing Dota 2 a fair while ago because I'd ossified into a specific type of support role and the game didn't really support breaking out of that in a fun way. Since 7.07 I've actually been playing and—perhaps more surprising given previous attempts to return—genuinely having fun.

Dota 2

Months of Dota 2 fans going stir crazy for a new patch finally came to an end this week. The game's newest major patch, which comes around this time every year, is finally here to shake up Dota 2 with new items, new ability changes, and even two new heroes in the form of Dark Willow and Pangolier.

As with any big Dota patch, the Dueling Fates update will alter or break most of the winning strategies that have defined the game's current meta. We likely won't won't understand just how vital these changes are for weeks to come—especially regarding the two new heroes. The overriding motivations of the patch, however, seem clear: to make Dota more inviting to new players and to encourage more action at every stage of the game.

The first pillar of the patch is obvious. "Turbo Mode" is a new game-type that increases XP and gold gains, while letting players buy items anywhere on the map. Valve's self-professed goal with the mode is to cut match times (and the accompanying emotional investment) for new players. That seems obvious, but it's just the flashiest accessibility change among many in Dueling Fates.

Jungling has been severely nerfed with the removal of Iron Talon.

Character guides are also easier to access in-game, I noticed some new menu tooltips after starting my first game on the patch, and a rotating selection of 10 daily heroes receive bonus items just for being selected. Together these seem like a solid second step for theoretical new Dota 2 players who've cut their teeth on Turbo Mode.

For old and new players alike, Dueling Fates also generally encourages more fighting. That's been a common thread among previous patches and it makes sense. Player-to-player combat is where Dota's mechanical interactions are at their most dynamic—their most exciting to watch and perform. You rarely see Lifestealer, a character that can climb into and explode out of allies, hop inside map-wide sprinter Spirit Breaker just to harvest gold from NPC creeps, after all.

There should be a lot more opportunities for skirmishes now. Jungling has been severely nerfed with the removal of Iron Talon—one of the most essential tools for killing hearty jungle creeps. Meanwhile, lane creeps actually provide more XP and gold than before. So there's greater incentive for opposing players to dance around each other in-lane, harvesting creep waves and haranguing each other out of position.

Bounty runes (which periodically provide free gold and XP) have also shifted to more contestable locations. That means junglers can no longer offhandedly snag the golden shards between creep culls. It also likely means we'll see more fights around the runes, as players try to steal them.

While it's common for Valve to make map changes and add items, Dueling Fates is ostensibly the first patch to remove equipment entirely. The loss of Iron Talon seems like a clear message from Valve that they want players out of the jungles and closer to where things get ugly.

Speaking of items, this update includes a few new ones, too. One of the most interesting of which is Meteor Hammer. The blue basher summons great big fireballs after a three-second cast time. That's not very interesting on its own, but the kicker is that it damages buildings—making it the first item with a spell that can. Heroes like Pugna, Techies, and Jakiro have always been able to siege buildings indirectly that way, but an item is much more versatile in that anyone can carry it. 

Meteor Hammer is also just the tip of a very siege-centric iceberg. Bases no longer sport shrines, for instance, meaning defending players can't periodically heal while defending their own high ground. Extra hard-hitting siege creeps now spawn 10 minutes earlier than before—not to mention they can be made invulnerable, thanks to map-wide defensive glyphs now affecting creeps as well as buildings. And tier four towers, which defend the all-important ancients in Defense of the Ancients, no longer regenerate health.

Straightforward fighting is the order of the day yet again.

That's all a shame if you happen to be losing, but whichever team has the momentum is now more likely to keep it. It was tremendously easy to win fights for most of a one-hour match in the previous meta, only to collide into protracted battles outside the opposing team's doorstep. Even if you didn't lose, it usually meant a long, dull game of chicken where neither team wanted to make the first move. So straightforward fighting is the order of the day yet again.

To help you with that, every single hero has different match-permanent talent options, plus total ability reworks for six existing characters. Talents already drastically altered Dota 2 when they were first introduced in 2016's The New Journey update. Now the developers are fine-tuning them further in ways that totally overhaul certain heroes' roles. The longtime spellcaster Bane, for example, seems like he might find new life as a physical damage character thanks to a talent that lets him drain it from enemy heroes.

Between those hero changes and the renewed emphasis on player-to-player to combat, it seems like Valve has a definite direction in mind for Dota 2—one that puts the complex game's best features forward more frequently. Meanwhile, Turbo Mode and more accessible guides mean this is happening at a time when the company is courting more new players than ever. If Dueling Fates succeeds in making the game more exciting more frequently, as appears to be the goal, it really does seem like the perfect time for those new players to hop aboard.

Dota 2

The patch notes for the Dota 2 7.07 update, "Dueling Fates," fully reveals the new Pangolier and Dark Willow heroes who were teased back in August. The update will also make a big change to the matchmaking rating system, updates the Ability Draft, adds a new Dota Turbo game mode and Ping Wheel functionality, and changes the Guide System to make it more accessible and useful. 

Donté Panlin, the Pangolier, is a dashing, Puss in Boots-style swordsman, but instead of a cat he's a sort of anthropomorphic pangolin, with natural scales that provide a handy, always-on defense. "There is no monster he won't slay," Valve said. "No creature he won’t woo. No tyrant he won’t stand against. And no noble immune to his silver tongue." 

The Dark Willow Mireska Sunbreeze, the daughter of a fae merchant, also appears to be a mischievous sort, but of a much darker bent: "While she was quite adept at navigating the etiquette, unspoken laws, and social rituals that permeated every element of her life, she found the whole thing rather boring. So, Mireska did what most rebellious children do: burn down her family estate and set off with her pet wisp Jex to live the life of a wandering grifter." 

To ensure that the matchmaking rating [MMR] system is "recent and accurate" for everyone, MMR for both ranked and unranked players will now work on a six-month seasonal system, the first of which will begin in two weeks. Players will be given a profile medal for each season based on their peak skill during that season, which will be displayed, along with their previous seasonal medal, to all players before each match. 

"At the start of each season all players will recalibrate MMR, seeded by their previous season’s MMR," Valve explained. "Your current historical preseason MMR value will be recorded and selectable in your profile, and ranked players will continue to be able to track their current seasonal MMR value." 

Other changes of note: Turbo Mode keeps the same game rules as All Pick but grants more gold and experience to heroes, weakens defensive towers, and reduces respawn time, all of which will simplify the process of trying out new heroes and strategies; the Ability Draft has been given a new interface; the Guide system is more easily accessible; and new functionality has been added to the Ping Wheel. We'll have a more in-depth analysis of everything that's going on here for you soon, and in the meantime you can dive into the patch notes yourself at dota2.com.

Update: The post originally indicated that the Dueling Fates update was live today, but it will not actually be out until November 1.

Half-Life 2

Image credit: Getty Images

Robert Guillaume, the American actor who voiced Half-Life 2's Eli Vance, has died of cancer, aged 89-years-old.  

Guillaume was known outside of videogames for voicing Rafiki in Disney's The Lion King, playing Dr Bennet in 2003's Ewan McGregor-starring Big Fish, and as Benson DuBois in the popular sitcom Soap. 

The latter performance netted him an Emmy for outstanding supporting actor in a comedy series in 1979. In 1985, the same role saw him become the first black actor to win an outstanding lead actor award. 

Actors, celebrities and personalities have taken to social media to pay tribute to the esteemed actor, such as this from Soap co-star Billy Crystal:

And this from Valve writer Marc Laidlaw:

According to the BBC, Guillaume is survived by his second wife, a son and three daughters.

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