Half-Life 2

Viktor Antonov hasn't built a world like this before.

The games you know him for are bounded and largely linear. Every tiny detail has been touched by a human hand in Half-Life 2's City 17 or Dishonored's Dunwall, striking virtual places which Antonov has helped colour with particular social histories and inscribed with visual techniques that quietly guide the player to the next checkpoint. That's also true of other games that he's been involved with over the past few years, such as Wolfenstein: The New Order, Prey and Doom, on which Antonov acted as visual design director.

But Project C, as the game is currently codenamed, is very different. "It's one of the most ambitious projects I've worked on and, I have to admit, a fairly difficult one for me," he says.

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Half-Life 2

There is a saying in architecture that no building is unbuildable, only unbuilt. Structures may be impossible in the here and now, but have the potential to exist given enough time or technological development: a futuristic cityscape, a spacefaring megastructure, the ruins of an alien civilisation. However, there are also buildings that defy the physical laws of space. It is not an issue that they could not exist, but that they should not. Their forms bend and warp in unthinkable ways; dream-like structures that push spatial logic to its breaking point.

The Tomb of Porsena is a legendary monument built to house the body of an Etruscan king. 400 years after its construction, the Roman scholar Varro gave a detailed description of the ancient structure. A giant stone base rose 50 feet high, beneath it lay an "inextricable labyrinth", and atop it sat five pyramids. Above this was a brass sphere, four more pyramids, a platform and then a final five pyramids. The image painted by Varro, one of shapes stacked upon shapes, seems like a wild exaggeration. Despite this, Varro's fanciful description sparked the imaginations of countless architects over the centuries. The tomb was an enigma, and yet the difficulty in conceptualising it, and the vision behind it, was fascinating. On paper artists were free to realise its potential. If paper liberated minds, the screen can surely open up further possibilities. There's no shortage of visionary structures within the virtual spaces of video games. These are strange buildings that ask us to imagine worlds radically different to our own.

Whilst many impossible formulations are orientated towards the future, there are also plenty from the past. The castle in Ico is one example of this. During the Renaissance, Europe was obsessed, not with future utopias, but with ancient Greece and Rome. While the box art of Ico is famously inspired by Giorgio de Chirico, the long shadows and sun-bleached stone walls only make-up a portion of the game's mood. It is the etchings of Giovanni Piranesi that best capture what it's like to explore the castle's winding stairs and bridges. Piranesi's imaginary Roman reconstructions were absurdly big - so colossal you could get lost in just the foundations. In a similar way, Ico's castle is impossibly large, the camera zooming out in order to overwhelm you and build up the unfathomable mystery of its origin and purpose.

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Half-Life 2

Have you ever wondered what video game cities would look like as Ordnance Survey maps? A new project is working on turning the likes of City 17 from Half-Life, Los Santos from Grand Theft Auto and New Vegas from Fallout into city maps, so we may soon find out.

Konstantinos Dimopoulos, a game urbanist, writer and designer with a PhD in urban planning and geography is working with visual artist Maria Kallikaki to create the very first atlas of video game cities, the appropriately-named Virtual Cities.

Virtual Cities, which is currently looking for funding on Unbound, includes over 40 game cities, including Yakuza's Kamurocho, Silent Hill, Ant Attack's Antescher and Shadowrun's Hong Kong. Over 40 original maps and more than 100 drawings are being worked on.

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Half-Life 2


Upcoming Valve games Dota 2 and Counter-Strike: Global Offensive will support the Razer Hydra PC motion controller.


Motion gaming support has been added to over 250 of the most popular games on Steam, including Left 4 Dead 2, Half-Life 2 and Team Fortress 2, via creator Sixense's MotionCreatorTM 2.0 software.


Steam users will get motion control updates for current and future titles automatically from now on. A new in-game overlay lets you view control maps for the Razer Hydra as you play.


The Razer Hydra uses an electromagnetic field, via a base station, to track hand movements as you hold two motion-sensing controllers, both complete with thumb sticks.


We first heard of the Razer Hydra Valve love affair early last year, when we discovered those who owned the Razer Hydra were entitled to exclusive Portal 2 content.

Half-Life


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".

Half-Life 2


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.


But that number is far less than the 50,000 users expected to make the gesture.


The A Call for Communication (Half-Life) Steam Group is lobbying Valve to release more information on the future of the Half-Life series - be that Half-Life 3 or Half-Life 2: Episode 3.


Still, the group managed to raise Half-Life 2's player figures during the event to 11th on Steam's listing, with in-game numbers up from the average 3000 active players to more than 13,000, Kotaku reports.


Group members have more than doubled since reaching 20,000 last week.


"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.


Valve has yet to comment on the fan campaign. Did you take part? Was it fun?

Half-Life 2


A fan campaign designed to encourage more Half-Life information from developer Valve plans a mass gameplay session this Saturday.


Steam group A Call for Communication (Half-Life), which boasts more than than 29,500 members, has organised a huge Half-Life 2 play session this weekend, designed to raise awareness of its campaign by boosting the game up Steam's most-played list.


The fan collective aims to encourage information from Valve on when the Half-Life series might return, be that in the form of Half-Life 2: Episode 3 or a fully-fledged Half-Life 3.


Group numbers have swelled from 10,000 members since the campaign first hit the headlines two weeks ago.


A Call for Communication's Half-Life 2 play session begins at 7pm UK time this Saturday night.


"Instead of focusing efforts in a negative and disrespectful way, we have decided to gain Valve's attention by delivering a basic message: 'Your oldest and longest running fanbase would like better communication,'" the Steam group's description reads.


"Hopefully such attention will be recognized by Valve, and the community's voice will be heard."

Half-Life


More than 10,000 gamers have joined the Steam Group campaigning for more Half-Life communication from Valve.


In other words, fans want to know when the series will return, be it via Half Life 2: Episode 3 or Half-Life 3.


"The lack of communication between Valve and the Half-Life community has been a frustrating experience," stated the group. "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.


"So, Instead of focusing efforts in a negative and disrespectful way, we have decided to gain Valve's attention by delivering a basic message:

"Your oldest and longest running fanbase would like better communication."

A Call for Communication, Steam Group


"Your oldest and longest running fanbase would like better communication."


The Steam Group, named A Call for Communication (Half-Life), added that, "Waiting patiently for over four years is a daunting task, especially when E3 comes and goes without any beat of a Half-Life pulse, time and time again."


"Valve had stated that information was scheduled to be released towards the end of 2008, and we believe that if they have chosen, for whatever reason, to withhold this information, fans should at least be acknowledged in some way, regardless of developmental plans for the next Half-Life project.


"The entire trilogy of episodes was supposed to be completed and released by 2007, and if Valve have decided to do other things for the time being, that is fine; all that we ask for is a basic response on the matter, and to let fans know whether or not the current story arc is scheduled to conclude at another point in time.


"In addition: This message is in no way, shape or form attempting to rush the development of the Half-Life series; in fact, most members agree that Valve should take the time needed to deliver a complete and polished product."


The post concluded with a line asking gamers to join the A Call for Communication Steam Group if they agreed with the sentiment.


"Hopefully such attention will be recognized by Valve," the post closed, "and the community's voice will be heard."


Half-Life 2: Episode 2 was released alongside Portal and Team Fortress 2 in autumn 2007. Since then, Valve has produced Left 4 Dead, Left 4 Dead 2, Alien Swarm and Portal 2.


Dota 2 and Counter-Strike: Global Offensive are in development.


Few of those games originated inside Valve, however - most were ideas that belonged to external teams or creators Valve eventually hired.


Some observers suggest that Steam's development has hampered Valve's game development; in building the world's most successful PC game digital distribution service, Valve neglected to create new games of its own.

Half-Life 2


A Valve employee has been spotted out in the wild sporting a Half Life 3 T-shirt.


As reported by VG247, the unnamed individual was snapped by Chandana Ekanayake of Monday Night Combat studio Uber Entertainment at a Seattle developer event last night.


Ekanayake then posted the image to his Twitter feed, adding that he had asked permission to take the picture.


So, just a spot of cruel trolling on the part of the individual concerned, or is something else afoot?

'Valve employee spotted in Half Life 3 shirt' Screenshot 1
Half-Life 2


Valve co-founder and CEO Gabe Newell believes piracy stems not from price, but from convenience. And as Steam boasts fast access to a dizzying selection of games, so piracy has become "basically a non-issue" for Valve.


"In general, we think there is a fundamental misconception about piracy," Newell told The Cambridge Student, via VG247. "Piracy is almost always a service problem and not a pricing problem.


"For example, if a pirate offers a product anywhere in the world, 24x7, purchasable from the convenience of your personal computer, and the legal provider says the product is region-locked, will come to your country 3 months after the US release, and can only be purchased at a brick and mortar store, then the pirate's service is more valuable. Most DRM solutions diminish the value of the product by either directly restricting a customers use or by creating uncertainty.


"Our goal is to create greater service value than pirates, and this has been successful enough for us that piracy is basically a non-issue for our company.


"For example," Newell added, "prior to entering the Russian market, we were told that Russia was a waste of time because everyone would pirate our products. Russia is now about to become our largest market in Europe.

"We were told that Russia was a waste of time because everyone would pirate our products. Russia is now about to become our largest market in Europe."

Gabe Newell, CEO and co-founder, Valve


Steam's digital distribution platform requires you download and log into a Steam application each time you wish to play a game. This simple check performs a service many DRM services are criticised for. Steam also ensures games are up to date, as well as offers multiplayer matchmaking facilities, friend lists, achievements and various other platform-based community features.


Such is Steam's persuasion that many top-tier publishers and developers now opt for Steamworks tools to be implemented deep within their games. This packages Steam's clever bits - multiplayer, cloud saving, authentication, etc. - so that developers can build them into games early on.


Half-Life 2 effectively launched Steam in 2004, but it wasn't until 2005 that the service welcomed its first third-party games. Today, seven years after HL2, Steam dominates the PC (and Mac) digital distribution video game market.

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