Half-Life 2: Episode Two
Concept art source: ValveTime.net
Concept art source: ValveTime.net

Update: It seems as if we were duped. The trademark filing has since been removed, suggesting its initial listing was a hoax. Original story below.

Here's some small news about the obscure indie collective Valve, and their potential follow-up to cult hit Half-Life 2. The game/Steam/OS/virtual hat makers have filed a trademark for Half-Life 3 with the European Office For Harmonization In The Internal Market. Before you travel downtown to GIFtown, note that this doesn't really mean much beyond the fact that they've decided to protect the name Half-Life 3. In fact, perhaps the biggest news here is that, before this, Valve didn't have a trademark for Half-Life 3. Dammit folks, we could have made it ourselves!

The trademark (search "012180394" to see it for yourself) is categorised as "video game software", suggesting that Half-Life 3 could be a game, and not, say, an official Gordon Freeman announcer pack for Dota 2. Really, though, we're in the same place that we were previously: assuming that Half-Life 3 is being made, but not knowing anything beyond that.

That said, NeoGAF, who also discovered the trademark, did some digging around JIRA - Valve's internal tracking tool - and found a Half-Life 3 project group currently comprised of 46 people. They also noticed a Left 4 Dead 3 group containing 71 people. Again, it's by no means confirmation, but by all means treat yourself to a mini freak out.
Half-Life 2
Radiator thumb


Robert Yang's experimental Half-Life 2 mod series Radiator is due to be repurposed as a pack of short-form single-player games, starting with a "slightly longer" standalone remake of the original episode, Polaris. The "go-on-a-lousy-stargazing-date-and-then-g­et-dumped-at-the-end" simulator is expanding out with new graphics, voice acting, Oculus Rift support, and full-frontal male nudity. A trailer has been released, teasing its planned August release.

Come for the pleasant harmonica, stay for the naked dancing:



The Radiator website has been updated with details of the new projects that will make up Vol.1, including Condom Corps and Zobeide. You can still access the original mod over at ModDB, where you'll find the original Polaris alongside Handle With Care - a game about crates and marriage counselling.

Thanks, RPS.
Half-Life 2
Dota 2


Valve boss Gabe Newell stepped up to the stage during last week's BAFTA awards to receive the prestigious Academy Fellowship for his contributions to gaming. Presumably momentarily distracted by accepting a trophy modeled after a smirking face, a bewhiskered Newell fielded some interview questions over the normally airtight subject of Valve's business performance that hinted at the monumental scale of the studio's prosperity.

Newell chalked up Valve's successes largely to user-generated content on open platforms such as Steam Workshop before sharing some jaw-dropping numbers. "There's sort of an insatiable demand for gaming right now," Newell said. "I think our business has grown by about 50 percent on the back of opportunities created by having these open platforms.

"And just so people understand how big this sort of scale is getting, we were generating 3.5 terabits per second during the last Dota 2 update," he added. "That's about 2 percent of all the mobile- and land-based Internet activity."

Wait, what? We're not exactly sure what Newell meant when he dropped that bombshell of data info, apart from maybe claiming responsibility for all those times my connection speeds chugged while browsing these past few months. Still, it seems entirely plausible—Dota 2 has a lot of players, and the MOBA recently took the crown for the highest concurrent user amount of any Steam game ever. If any Steam game can feasibly take a bite out of the entire Internet, Dota 2 holds the best chance.
Half-Life 2
Half Life 2 Spherical Nightmares


Some mods want to re-invent the game they're based on, but when that game is Half-Life 2, there's no need. In mods like Minerva (highly recommended, if you haven't played it), the creators treat Half-Life 2's weapons, enemies and environments as building blocks, playfully rearranging them into new scenarios to hone the craft of level design. With no fresh art or spectacle to fall back on, it's up to the pacing of each environment to keep the player fascinated.

New singleplayer mod, Spherical Nightmares does a rather good job of that. You start in jail, interred (ineffectively) by the G-Man, who reprises his role as Creepy Distant Voyeur Dude from the Half-Life games. Your first steps are cautious and exploratory, but as you clamber out of the dark bowels of the facility you'll stumble into escalating firefights that pay homage to Half-Life 2 and - in a challenging train ride section - Half Life 1 as well.

There's a haunted house vibe to the dimly lit starting corridors as well. It never stoops to FEAR level scare-craft, but you'll walk into black and white flashbacks showing a time when the facility was full of people yet to be munched on by an army of invading headcrabs. It's clear from the disturbed inmates and foggy Blair Witch visuals that ALL WAS NOT WELL. Look at this man walking pensively away from a game of chess. Who is winning? Why is he leaving? Probably because a strange man in a yellow suit with a crowbar is photographing him through the glass. Sorry, man.

Try queen to bishop 6 - hey, come back!

There is shooting. It is a lot like the shooting in Half-Life 2. This is no bad thing. The first proper fight is a slightly unexpected change of gear, but it moves from a vantage point with a heavy machine gun down into a courtyard with a LOT of combine soldiers in it. Here I rediscovered the pleasure of the right-click twin barrel shot on the Half-Life 2 shotgun, and there's a sneaky Ravenholm razor in one corner for Gravity Gun aficionados. It's easy to forget how challenging the Combine can be in numbers. They're still not terribly good at understanding cover, but the way they split, flank and use grenades is unnervingly effective.

The courtyard fight contracts into a vertical staircase fight (more good news for shotgun fans), which marks a slight shift in pace that feels like a studied attempt to recreate the gentle rhythm of Valve's levels. Half-Life partly controls pace with the expansion and contraction of space, ushering players through its sections with a subtle peristalsis motion that's emulated here. The brief sewer section teases daylight a few times before you emerge into the sunlight, another thoughtful touch.

Don't you hate it when your shotgun suddenly catches fire?

It looks good, too. Spherical Nightmares embraces the extra frills of the Episode 2 version of Source, and is lit sparingly. The engine looks increasingly dated, but the decision to use Valve's cohesive assets keeps things clean and unified and there's a lot of variety in the two hours or so it takes to complete. Don't expect much in the way of story resolution, however. Perhaps we'll learn more about the sphere and its innards in a follow up, but that won't be any time soon. Spherical Nightmares took five years to make.

Fancy giving it a shot? You can download the mod now from ModDB. Extract it to your Steam->steamapps->sourcemods  folder, restart Steam and it'll pop up in your library. you'll need Half Life 2: Episode 2 for it to work. See if you can find this guy on your travels.

NOT YOU AGAIN.
Half-Life 2
Garry's Mod
Source: http://bit.ly/XQp76W

Garry's Mod, that wonderful physics sandbox of posable characters doing very silly things, has done rather well since attaching a $10 price for its tomfoolery back in 2006. Last December, GMod passed the milestone of 2 million copies sold, an accomplishment made possible by word-of-mouth and creator Garry Newman's regular feature updates. Responding to a fan's question in a blofg post, Newman reveals the mod accrued an astounding $22 million over seven years, but he also says taxes took large bites out of the monstrous moneydollar amount.

"Over seven years, GMod has made about $22 million dollars," he writes. "We get less than half of that though. The tax man gets a bunch of that. Then when we take money out of the company, the tax man gets a bunch of that too."

A Google Image search for "Garry's Mod tax man" sadly doesn't provide an appropriate response image for Newman's achievement, instead showing a balloon chair, ponies, and a Teletubby mugging a Companion Cube. Wait, what am I saying? They're all appropriate.

As for the future of Garry's Mod and what's next for Newman and the rest of his team at developer Facepunch Studios, Newman lines up a few upcoming features in the works.

"Hopefully, we’re gonna get the Linux version out," he says. "Then hopefully we’ll move to SteamPipe, and I’ll get the NextBot stuff hooked up. Then I want to do another Gamemode Contest. But I want to knock out a bunch of gamemode creating tutorials first to help people get their foot in the door."

By the way, if you're leery of plopping down a Hamilton for a constantly updated playground of imagination ("Garry's Mod what are you thinking" in Google), you can grab the old-but-free Garry's Mod 9 from Mod DB.
Half-Life 2
Half-Life 2 VR


What happens when you combine (no pun intended) the easily modified Source engine with a penchant for homebrew tech? This VR tracking mod for Half-Life 2, designed to let players step into the orange HEV suit of Gordon Freeman.

"I've added full head tracking and weapon tracking to Half-Life 2 in preparation for the Oculus Rift dev kit launch," writes the creator Nathan Andrews. "Once the official rift APIs are available I'll integrate them, giving people ~70 hours of content (this also works for episode 1 & 2, the Lost Coast and tons of user generated maps, etc) that they can use to test out their Rift."

In lieu of the dev kits, the mod is being tested on a somewhat less refined version of the tech. "This video shows a handful of scenes of me using the head and weapon tracking using two hillcrest trackers (the same ones that John Carmack used for the Doom 3 BFG demos of the early oculus rift prototype). This video was made using my modified HMZ-T1 but others have played it on DIY rifts with the Vireio stereo/warp drivers."

Those expecting delivery of a Rift - or those who've somehow gaffa-taped together a similar set-up - can download the mod from here.

This does open the possibility of a Portal Oculus Rift mod, although that will almost definitely make people sick.

Thanks, CVG.
Half-Life 2
Gravity Gun 1


The Half-Life 2 Zero Point Energy Field Manipulator Replica will go on sale in April, but they're going to be pretty tough to get hold of. Joystiq have noticed a sales page on Think Geek offering NECA's 1:1 model for $150. There will only be 5000 sold worldwide. Once they sell out, "they're gone forever!" The two foot gun features "orange LEDs, 2 handles, 2 triggers, 4 unique sounds from the game." You'll find a list of pre-order links here on the NECA pre-order page.

I think I prefer their Portal gun, but sadly that's flown out of stock. All that's left is a little note saying that the entire batch went in less than half an hour. There's more merch on the NECA site, and you can get a closer look at the Gravity Gun replica in this photograph right here.

Half-Life
Half-Life 2 Gravity Gun replica


"You can call it the Zero-Point Energy Field Manipulator if you really want to," Half-Life 2's Alyx Vance said as we were introduced to the Gravity Gun, one of the most memorable physics-twisting tools of PC gaming. Soon you'll be able to lug around your very own triumph of science: collectible manufacturing company NECA announced a 1:1 Gravity Gun replica available for purchase in spring 2013.

Though it misses this holiday shopping season by a few gluons, the model—still in an early prototype stage—looks like it'll tout just as much fine detail as NECA's Portal Gun. A pre-order form should be available soon, NECA said. We presume it won't take headcrab legs as currency.

Half-Life
uplink_compare3


Remember Uplink? (No, not that Uplink.) Valve called its original demo for Half-Life "Uplink" in 1999. It took place during Gordon Freeman's journey through the spooky Lambda Core, but Valve eventually cut the content, later repackaging it as a separate demo. Black Mesa: Uplink reproduces Uplink's levels through Black Mesa's art assets and textures.

Tasked with reactivating an antenna to send a distress signal, players must guide Gordon and his magical, mighty crowbar (minds out of the gutter, kids) through the Lambda complex's radioactive bowels. You'll meet Black Mesa denizens we all know and love: scientists, Barney, Vortigaunts, dead scientists, and headcrabs. Because it was a demo, however, Uplink doesn't last long, but it presents a new branch in Black Mesa's storied saga.

Grab Uplink from Mod DB. Note: You'll need the also-free Black Mesa for it to work.
Half-Life
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."
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