Half-Life - contact@rockpapershotgun.com (Alice O'Connor)

The Gonarch in a Black Mesa screenshot.

After over a decade of work (and nine months after actually releasing the game), the Black Mesa gang are finally just about finished remaking Half-Life. Today they launch a big update they’re calling the ‘Definitive Edition’, with changes including a visual refresh of many areas, performance improvements, extra polishing, and a redo of one level from the bit with all the trains. They… still have a few wee fixes to follow, but it seems they’re really, truly, mad, deeply almost done with it.

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Half-Life - contact@rockpapershotgun.com (Imogen Beckhelling)

Artwork of Hades character Zagreus, stood looking really cool in the middle of some Hyrda heads.

While next year’s Awesome Games Done Quick won’t be held in-person, the charity speedrunning event is still going ahead, and it looks like it has some brilliant runs in store. AGDQ 2021’s game list was revealed over the weekend, and oooh January can’t come soon enough. From the new mythological roguelike Hades and charmingly difficult platformer Celeste, to old favourites like Half-Life and Left 4 Dead 2; there are some absolute belters in the lineup.

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Half-Life - contact@rockpapershotgun.com (Imogen Beckhelling)

I’ve only ever played bits and pieces of the Half-Life games, but it’s been a delight learning the ins and outs of their creation from Half-Life: Alyx – Final Hours. It’s a multimedia documentary on all things Valve – their (many) cancelled games, a close look at life during Alyx’s development, and the ups and downs the developers went through in making sure Half-Life returned in the best way possible. I’ve pulled out some of my favourite snippets of info from the doc, so read on to hear all about Alyx’s invisible headcrab, and why I now believe that G-Man’s actor might actually be G-Man in real life.

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Half-Life - contact@rockpapershotgun.com (Brendan Caldwell)

Science, the most difficult of the arts. We are trained from toddlerhood to respect and fear the products of scientific advancement, such as the selfie sticks or mechanical pencil. The unsurpassed boffins who create such devices are worthy of admiration. But there is one realm in which science is not such a gentle guardian of the people. That’s right, it’s videogames. In games, scientists are treacherous, evil, stupid, murderous or some genetic concoction of all the above. Here are the 9 worst scientists in PC games.

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Half-Life - contact@rockpapershotgun.com (Natalie Clayton)

Earlier this week, Alice O pointed out the work of Graham Dunning, an artist who creates improvised dance music in Half-Life by replacing the game’s audio with clips from 90s rave tracks and sample CDs. Now, Twitch isn’t known for being the greatest music-streaming platform about, so this weekend Dunning released Panopticon – a moody album of experimental noise arranged in Valve’s seminal 1998 shooter.

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Half-Life - contact@rockpapershotgun.com (Alice O'Connor)

I’ve just watched an experimental dance music gig created by an artist playing Half-Life. Graham Dunning has replaced every single sound in Valve’s shooter with samples he says come “from 90s rave tracks and sample CDs”, giving Gordon Freeman drums for feet, making sentry turrets loop vocal samples, turning ambient sounds into pounding loops, blasting drum breaks out guns, and all that. So he creates improvised music just by playing the game. He performed for two hours today on Twitch and it is: so good. Come see today’s show!

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Half-Life - contact@rockpapershotgun.com (Lauren Morton)

As with many other events in the year of Covid-19, Now Play This—the yearly exhibition on experimental game design—transitioned to a virtual space last weekend. Although not every planned part of the exhibition could be shown off in the new format, they still appeared to get up to some neat stuff that you can now watch back yourself. Game designer Gareth Damian Martin took players on a photography hiking trip in No Man’s Sky while Robert Yang leads a tour of Half-Life by way of the Sven Co-op mod.

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Half-Life - contact@rockpapershotgun.com (Natalie Clayton)

Half Life‘s introduction is famously slow. Long tram rides and lengthy speeches from co-workers preparing Gordon Freeman for an experiment that would destroy the world. An atmospheric start, for sure, but it’s a pain for folks trying to beat the game as quickly as possible. For one speedrunner, though, those dead minutes aren’t an obstacle – they’re the perfect opportunity to start practising for a record-breaking Star Wars run.

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Half-Life - contact@rockpapershotgun.com (Katharine Castle)

It’s taken 13 years, but we finally have a new Half-Life game. It may not be the long-awaited Half-Life 3, but as you’ve probably seen from our Half-Life: Alyx review, Valve’s first foray into virtual reality shows they’re a developer that are still very much at the top of their game. But Half-Life: Alyx isn’t just the work of a talented team of developers. It’s a game that’s ultimately been shaped by the people who have played it – the hundreds, if not thousands of playtesters who helped Valve turn their most famous FPS game into a VR sensation.

To find out more about how Half-Life: Alyx came into being, I sat down with Valve’s Robin Walker and Jim Hughes a week before the game’s big release day. We talk about everything from revisiting the Half-Life series and the challenges of bringing it to virtual reality, to what this means for Half-Life 3 as well as just whose idea was it to have headcrabs jumping directly at your face. Some of the answers you’ll have seen appear on the site over the past week, such as how playtesters became obsessed with collecting every last thing in sight to everyone assuming they were playing as Gordon Freeman until Alyx was finally given a voice, but there’s plenty more to discover here as we lay out our chat with Robin and Jim in full. Enjoy.

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Half-Life - contact@rockpapershotgun.com (Lauren Morton)

Half-Life: Alyx is out today and, as you’d hoped, it is good. Graham-certified good, in RPS’s Half-Life Alyx review. For all its goodness, Alyx is not officially Half-Life 3, which Valve still have not made. There are a few primary reasons that the fabled “3” hasn’t made an appearance, Valve have now explained. Chief among them, they just weren’t happy with what they came up with.

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