Team Fortress 2

Although skin gambling in Counter-Strike: Global Offensive has been around for a number of years, last year saw Valve crack down on a series of sites—issuing cease and desist orders to several gambling outlets for using their Steam account for commercial purposes. Valve is now turning its head towards its other major online shooter, Team Fortress 2. 

If you're unfamiliar with how skin gambling works, Evan's detailed overview in relation to CS:GO is worth checking out as it's a similar process in TF2. At this stage, Valve hasn't revealed its next move beyond stating its intentions. 

As featured on the Team Fortress 2 website, Valve released the following statement: 

"In July of last year we outlined our position on gambling web sites, specifically noting that Valve has no business relationship with these sites. At that time we also began blocking many CSGO gambling accounts. You can view the original post here.

"More recently, some gambling web sites started leveraging TF2 items. Today we began the process of blocking TF2 gambling accounts as well. We recommend you don’t trade with these sites."

Following last year's crackdown, a number of shuttered CS:GO gambling sites suggested the way in which they operated was entirely legal, and that they'd relaunch following talks with Valve. A cursory Google search would suggest this has not been the case, which of course sends a pretty clear message to those still operating under the radar.

Portal

As you may have spied last week, the creators of Superhot are running a competition which encourages entrants to get creative with the time-manipulating FPS in mind. Named #MAKEITSUPERHOT, entrants are asked to craft games, mods, or arts and crafts inspired by Superhot Team's flagship game whereby a winner will be crowned on February 26. 

One such entrant is modder WhyNott's PORTALHOT, which cleverly combines Valve's Portal and it's orange and blue vortex mechanics, with the movement-related slow-mo features of Superhot. 

Although cautious to single out any one project, the competition is being judged by ModDB, Superhot Team, and IMGN.PRO (and not the public), therefore I thought it okay to showcase this one on its own. It's really rather cool: 

"So, how does one turn a non-violent FPP (first person perspective) puzzle-adventure game into something reminiscent of an ultrafast semi-tactical FPS with high-stakes gameplay?" asks WhyNott in the mod's first developer diary featured on ModDB. "It's not all that difficult, really! Portal's lack of violence really depends on your point of view. Enemies are definitely not a problem here. Sentry turrets are more than capable at filling that role, and if you're bored with bullets you also have other options. 

"It's a little different on player's side, but not by a large margin. Generally, with a good aim and a bit of time to think strategically, portal gun can be as devastating of a weapon as any other. Couple this with the trademark ability to move quickly over large distances, and you'll find the stakes to be evened out somewhat. In reality, the 'time moves only when you move' mechanic is good enough to carry almost any kind of game. It synergizes really well with the concept of 'portal combat', since you have that extra time to think about how to place each portal to deal with sentry guns efficiently."

A second dev diary dives deeper into what makes the mod tick, while WhyNott has been chatting with commenters about the hows and whys of the Portal-meets-Superhot mashup, all which makes for interesting reading. 

The #MAKEITSUPERHOT contest wraps up at 12am UTC on February 26, 2017. All entrants receive a Steam key for Superhot Team's Superhot. 

Half-Life

Tom Senior: Recently Game Informer disclosed the insights of a supposed Valve insider who insists that Half-Life 3 doesn’t exist in any meaningful form. RTS and FMV prototypes have apparently been toyed with, but the magical genre-shattering FPS sequel that the internet has been craving for nearly a decade isn’t real. Earlier this week Valve’s Gabe Newell did an Ask Me Anything on Reddit and suggested that Valve is still interested in revisiting the Half-Life universe, though “the number three must not be said.” Don’t hold your breath, basically.

Valve’s failure to release Half-Life 3 is not surprising because Valve has never announced Half-Life 3. The studio wanted to move from huge boxed releases to shorter development cycles and an episodic format, culminating with Half-Life 2: Episode Three. Episode Two ended on a savage cliffhanger, but that alone doesn’t fully explain why we want more Half-Life 10 years later. Half-Life 3 has taken on additional meaning. "HL3 confirmed!??" is a running gag, but a hopeful one. We want to believe.

For me Half-Life 3's absence feels like a symbol of Valve’s retreat from game development. I know this is ridiculous, because Valve is running Dota 2 and Counter-Strike: Global Offensive—two of the biggest games in the world. But I can’t enjoy Dota 2, because a) it demands massive time investment and b) in my experience as a new player in that community has been dreadful. I don't think I'm alone. I loved Left 4 Dead and Portal, and I had a great time with Alien Swarm, which Valve put out for free in 2010. I miss Valve’s humour and innovation, but if I’m honest I’m pining for Half-Life because Valve stopped making games for me. That’s a pretty petulant position, but there we are.

Samuel Roberts: I've always speculated that an unspoken reason behind Half-Life 3's continued non-existence is the burden to reinvent the first-person shooter again, just as Valve had done on two previous occasions. Is it enough for Valve to just make a super refined sequel, even if it doesn't have the impact of either of the previous Half-Life games? Well, yes—Portal 2 is exactly that model of follow-up. It wasn't a reinvention, it was a welcome extension of the first game's existing ideas. If the level and narrative design is strong enough, it doesn't feel like diminishing returns.

We need Half-Life 3 to complete the story of the series, but more than that, it's a better world for having more of Valve's single-player games in it.

Tom S: It is unfortunate that Half-Life 3 (or Half-Life 3: Episode Three) has become this mythical entity. We don't know what it looks like but it's everything we have ever dreamed a first-person game could be. That impossible expectation is good enough reason never to touch that series again. We've been banging on about it for so long that the stakes are crazy high now (and we are not going to stop, apparently).

Also shooters are in a good place right now. Last year brought us Doom, Titanfall 2, Battlefield 1’s Operations mode, Overwatch, and Rainbow Six Siege is ticking along nicely. If the rumours are true we could be looking at Destiny 2 on PC in the future. I’m hoping for another shooter from the Wolfenstein: The New Order team. I miss the jokes and the characters of the Half-Life universe, but the FPS hardly needs to be rescued.

Phil Savage: The thing with Portal 2, Sam, is that it did reinvent—just not the campaign. Through its level editor, It made Steam Workshop creation accessible to everyone, and not just people who are really good at making virtual hats. It worked! Portal 2's Workshop page contains over 557,000 items, and, while most of those will have never been played, it definitely extended the life of an otherwise unsurprising—albeit hilarious and with a better ending song—sequel.

I think that's what Gabe Newell meant when he said, in his recent AMA, that Valve's products are, "usually the result of an intersection of technology that we think has traction, a group of people who want to work on that, and one of the game properties that feels like a natural playground for that set of technology and design challenges." If Portal 2 was the Workshop, and Team Fortress 2 the ability to sell a fuckload of hats, what would Half-Life 3 bring to Valve's ecosystem? Maybe it's Source 2. Half-Life 2 was a great showcase for the original Source engine. Perhaps Half-Life 3 will be how Valve demonstrates the power of its successor.

Joe Donnelly: Sam and Tom's points about reinvention and the rude health of modern shooters are bang on the money, and while the FPS genre isn't in need of the same revolution brought by Half-Life 2 12 years ago, Half-Life 2 itself still one of the best first-person shooters on the market today. I revisited the Orange Box last year on a whim to see how Gordon Freeman's second outing fared against today's standards—a whim which had me rooting around Nova Prospekt a full week later, delighting in the how much of the game's wit, humour and expert design I'd forgotten since my first playthroughs.

We've missed this, and it was only by returning after such a long absence that I realised quite how much I miss this. To this end while seeing Half-Life 3—or HL2: Episode 3—powered by Source 2 or something newer would be lovely; I'd just as easy take a concluding chapter powered by the original 2004 engine. And, judging by some of the responses to Gabe Newell's mid-week AMA, I seem to be far from alone. This covers the want element, but do we need Half-Life 3? I reckon yes: evolution and nostalgia aside, denying players the chance to tie up Freeman's loose ends while treating themselves to another helping of what made number two so enjoyable is not only a disservice to players, but an injustice to videogames in general.

Tom S: Some fans have wondered if Valve could do a comic, or another similarly light-touch release, to tie up the end of the story. This seems like a good idea, and I enjoy Valve’s comics a lot.

I do wonder why Half-Life 2’s story still carries weight all this time later though. Half-Life opened with a B-movie premise—experiments gone wrong, the military sweeping in to cover things up. It gained a lot of detail with Half-Life 2, but it’s still pulp sci-fi to me. I mean, there’s a whole zombie movie pastiche in there.

Chris Thursten: Half-Life has always had revolutionary storytelling, but never a revolutionary story. The groundbreaking implementation of elaborate scripted sequences in the first game is why people remember it so vividly. The game never took control away from you: you were there, in Black Mesa, watching that otherwise-familiar B-movie premise explode to life around you.

Half-Life 2 took that further, and grounded a more sophisticated (but still familiar) story of near-future resistance in a believable dystopia. It has been widely imitated, and for good reason. It was a compellingly presented world populated by well-performed characters. Again, you felt like you were in a real place to an extent that you hadn't necessarily been in previous games.

In addition to advancing the FPS as a whole, then, Half-Life 3 would presumably need to advance our understanding of what a gameworld can be. This is where it gets much more complicated, I suspect. The advance of game engine technology has slowed. We're not blown away by see-saw physics any more. I wouldn't be surprised if Valve had experimented with VR with this in mind. Because what else could they do?

Aside from some staggering advance in graphics tech—that would still need to run on regular PCs—the best they could do is kidnap you, stick you in a helicopter, fly you to antarctica and force you to live the conclusion of Gordon's journey in real life. I mean, they could probably afford to do that. But should they? I've seen Westworld. The answer: probably not. (But please do it anyway, Gabe.)

Tom S: That’s settled, then. We do need Half-Life 3, and it needs to be an experiential future-tech extravaganza with deadly IRL headcrabs and reality-shattering see-saw puzzles. Get on it then, Valve.

Portal

Today, remakes, reboots and remasters are à la mode, however there's something to be said about the process in reverse. Vince Weaver, an assistant professor at the University of Main's Electrical and Computing Engineering department understands this, which is why he's recreated Valve's 2007 puzzle platformer Portal using Applesoft BASIC for the Apple II. 

In crude 8-bit visuals, Weaver reimagines protagonist Chell, sentient robot antagonist GlaDOS, and the game's signature orange and blue portal mechanics with aplomb—and he's even managed to capture the game's underlying tongue-in-cheek humour. The video below runs for close to eight minutes, however is at its best when Weaver gets to the final showdown around the 2.55 mark (if you're yet to play Portal, the following borders spoiler territory). 

Once the battle with GlaDOS runs its course, Jonathan Coulton's end credits song Still Alive plays and sounds pretty fantastic in chiptune style. We may not be getting Half-Life 3 anytime soon, nor HL2: Episode 3, and the same might be the case for Portal 3. If so, this might have to do us—head to Weaver's site to give it a bash via the downloadable emulator there, or this in-browser emulator

Thanks, Gizmodo

Half-Life 2

"There’s something with that third episode that isn’t sitting right with Gabe and other people at Valve," an anonymous alleged Valve insider claims. "Ultimately it just starves to death."

The above is but a snippet of a thorough and intriguing interview published by Game Informer's Andrew Reiner, conducted with an unverified source at Valve (Reiner, while cautious of publishing the interview without verification, does however trust his source) who suggests Half-Life 3 has never existed, no matter how much fans of the series may wish otherwise. 

The source even suggests the elusive and much-anticipated third series instalment could have been a live-action choice-driven game or an RTS, had certain Valve employees seen their iterative ideas through to completion. The source chalks this up to the developer's fluid structure and in-house culture—something which has seen several developers working on projects they hoped would go onto become the next Half-Life, however without support from the powers that be, not least Gabe Newell, failed to get off the ground. 

Assuming the source is credible, Reiner's interview is absolutely worth reading in its entirety. Below is how the source responds to direct questions about the prospect of Half-Life 3, and the possibility of concluding Half-Life 2.

"I don’t think there will be any more. But at any given moment, they make decisions as they come. If some people within Valve make something that they collectively feel is exciting, then it will happen. That’s going to be hard for that to happen now," says Reiner's source. "Every time a Half-Life project gets some gravity and then collapses, it becomes harder for the next one to start up. Because the business changes so much, and there are so many other things to do, it just gets harder and harder. It’s one of those things they’ll always have to accept. 

"People are going to harass them for more Half-Life. The idea of delivering a third episode of Half-Life 2, that’s dead. There’s no universe where that will happen. I think there is a universe where a standalone thing could come together to fill in that hole, but that’s tough."

Speaking to this point, Reiner questions why Valve doesn't hand development over to a third party, to which the source suggests doing so risks either upsetting fans by way of neglecting players, or by ultimately releasing a lesser game. Reiner counters by suggesting  Valve will forever continue to be harassed for more Half-Life by adopting this approach. 

"That’s why they won’t talk about it anymore," the source responds. "Every time they talk about it, the hunger comes back. That’s why they ignore it. The pain subsides with time."

Again, Reiner's interview is worth reading as a whole as, again assuming it's legitimate, it offers some valuable insight into how Valve works, and perhaps presents an argument why we might be best putting Half-Life 3—as an idea and/or possibility to bed. 

If you think that's giving up too easy, then you should definitely check out our Half-Life 3 unconfirmed collection which gathers every rumor, hoax, and leak which has surfaced since the conclusion of HL2.

Thanks, PCGamesN.

Half-Life 2

Mega City One isn't quite Half-Life 3, but it is a three hour-long single-player campaign which plants you in the shoes of Gordon Freeman and sets you off on an alternate timeline in a bid to save the world. Its version 1.0 is out now. 

Inspired by an unorthodox combination of the movie Dredd, and games Tomb Raider and Resident Evil, Mega City One sees Freeman again siding with the Rebels against the Combine this time in search of a lost Xen crystal. The next phase of your adversaries' invasion of earth is hinged on acquiring the ancient artefact thus you'll visit ancient ruins, old temples, villages, mansions, and ultimately the city in your quest to get there first.     

"All difficulty levels have been completely rebalanced compared to the main game, to make the experience more challenging and fun at the same time," explains mod creator Abdulhamid Cayirli, who goes by the pseudonym Crowbar. "On the hardest difficulty it is essential to explore and conserve ammo. The difficulty levels have also been smoothed out and the levels are all designed for every difficulty level."

Mega City One came to be when Crowbar entered RunThinkShootLive's mapping tournament 'The Hammer Cup' last year, designing various maps for the competition's five challenges. Following the event, Crowbar decided to rework his designs, remake areas, and implement the feedback he received from the tournament's players. He's since added entirely new maps in order to fill the gaps.

"The great thing about this is that all maps have been extensively play tested, so you can expect a very polished experience in terms of gameplay," says Crowbar. 

Mega City One's version 1.0 is out now—head over to ModDB for download links and installation instructions.

Half-Life

Now that our game of the year awards are out of the way, we can get to the serious stuff: ventilation shafts. They’re a pillar of modern game design, shunting players from one level to the next, telling spy wannabes that a square aluminum tunnel is all espionage requires, and giving the hunted a temporary haven from their mouth-breathing pursuers. The most iconic protagonists in PC gaming depend on inexplicably designed air convection systems to save the world time and time again.I'm going to revisit a few of the most recognizable vents from PC gaming history and evaluate them based on rules I’m making up as I go. One lucky duct will win the coveted PC Gamer Gust of Approval for best vent.

Deus Ex: Human Revolution 

Gif sourceThe original Deus Ex invented the concept of ventilation shafts, and as a result is exempt from competing. Unfortunately, further iterations of ventilation shafts from the new handlers at Square Enix didn’t do much to blend them into the environments or make them feel like genuine air ducts. Instead, they serve as well-lit (somehow), long graves where you hide your dead. How many bodies can you fit in an impossible space? Deus Ex: Human Revolution steps beyond the veil.Even worse, the vents aren’t in compliance with the ASHRAE standards for acceptable air quality. According to section 5.1.1 of the guidelines, “Where interior spaces without direct openings to the outdoors are ventilated through adjoining rooms, the opening between rooms shall be permanently unobstructed.” These dead bodies are breaking the law.

Deus Ex: Mankind Divided

They are deeper, wider, and more Jensen-sized. Seriously, they’re massive. And they’re always hiding behind vending machines and small crates, leading directly to and fro with plenty of slats along the way just in case you need to see where all the guards are hanging. Subtlety doesn’t circulate in the near future, I suppose. Air isn’t getting through those suckers in a sensible way. It’s a fact: these vents blow.

Watch Dogs 2 

Pitiful, but so pitiful, I can’t help but love it. There’s been no effort made to hide that this vent in a multi-billion dollar tech company building was built specifically for drone passage. (Just a heads up, this is how you get raccoons.) Watch Dogs 2 makes little effort to mask its videogame vents as anything but transparent chunks of level design. It’s one of the bigger problems I had with the game, that it promises options for infiltration, but vent layouts are so arbitrary and assured to lead directly between points of interest that they start to feel like a big billboard, stating ‘Sneak here!’

Metal Gear Solid 5: Ground Zeroes 

Gif sourceOK, so it’s more of a drainage system, but it might also push some air around. Note the more rectangular design gives the impression that they’re a tighter fit than most videogame vents, which makes for a more immersive ventilation shaft experience. Were I in a crime film, I’d consider using such a discreet, small passage as a good place to hide the murder weapon. Were I in a videogame, I’d glitch through the floor and fire my weapon with reckless abandon. In conclusion, I love the compress of MGS5’s passages, but otherwise, they rarely make sense. Often, they’ll just lead from a hole outside a building in a direct line inside. You’re going to get raccoons, damnit.

Half-Life

So very, very dark. Like a damn vent should be! If I’m supposed to suspend my disbelief that these big metallic crawlspaces are mean for air circulation and not hiding headcrabs, I want them to at least distract me with tension. The vents are otherwise featureless, vanilla shafts. Four walls, grey, nothing particularly special about them. At least they acknowledge you’re going to get critters with such impractical vents, even if they’re interdimensional face suckers.

Half-Life 2

Talk about sequelitis! No innovation. Expect more flat, boxy aluminum textures, more headcrabs popping out to say hello, and most grievous, of course, are the impractical air convection layouts. The thought makes me shiver, not because it’s abhorrent, but because damn, it’s cold in here, Gordon!

Batman: Arkham Series

Gif source

Gotham’s vents are comically large. Bruce Wayne isn’t a small man, especially with an extra few inches thanks to bat ears. And crouching isn’t easy in all that armor—it’s going to bunch up, Bruce. I’m sorry but your tummy is getting pinched beneath those plates. God forbid you drop a quarter. To accommodate all that batmass, the vents essentially serve as a venue for badguy shadow puppets and an echochamber for the Joker’s prolonged loudspeaker monologues. They’re a nice place to hide in if you’ve been spotted, but their design won’t win any awards from us. Often they serve as a comically short passage between two rooms, ensuring the only air they’re circulating is Wayne’s big ego.

WINNER — Alien: Isolation

We praised Alien's production design during release, and Creative Assembly's extraordinary attention to environment detail extends to the design of its vents. The aperture entrance to each vent is accompanied by a slick cylindrical animation and shrill soundbite that sounds like a sword being pulled from its sheath. Foreboding, a bit, considering there’s probably a hungry alien in there.Isolation’s detailed lighting and shadows give the impression that Sevastopol is a hulking, intricate tangle of retro-futurist industrial design. As you crawl through every vent and maintenance shaft, you’ll get small glimpses into the guts of the station, a smoky mess of pipes and dim lights and scattered tools. The result is a space station that feels so vast and cobbled together that its tiny passages and maintenance systems feel plausible. Vents that don’t make sense, make sense on Sevastopol.To the team at Creative Assembly, you’ve creatively assembled good passages behind the walls for players to bonk around in that don’t feel like a mad maintenance man’s pet project. Your congratulatory PC Gamer Gust of Approval should make it your way soon.

Team Fortress 2

Smissmas, the magical time of year when men with big guns, questionable morality, and an unusual commitment to a two-tone color scheme are given all-new, all-festive ways to inflict violence upon one another, has once again come to Team Fortress 2!. This year's magical event features a slew of new Festivizer weapons, 17 winter-themed community cosmetics, and—just in time for the holiday season—three new taunts. 

Apart from the new stuff, the holiday update will also make some improvements to Casual matches and autobalancing. At the end of Casual matches, players will now automatically be formed up into a new match with the same players and teams, and will be given the opportunity to vote on which map is played. A new autobalancing system will encourage players to switch sides when necessary by offering bonus XP to volunteer turncoats. 

And of course there will be stuff to buy in the Mann Co. Store, much of it on sale. It doesn't look to be the biggest Smissmas update of all time, but then again, as Valve says, giving people gifts can bite you in the ass. Maybe you should just be thankful for what you get. Speaking of which, you can get the details at teamfortress.com.

Team Fortress 2

Hero shooters are the latest gaming trend, team-based competitive multiplayer shooters featuring objective-driven game modes and large casts of colorfully designed characters sporting fantastical weapons and abilities. That s a serviceable but still somewhat shortsighted definition. The hero shooters we have today already cover a range of styles and goals. They re all shooters, so we see a lot of overlap in how they actually play, but each one approaches things differently and has something distinct at its core.

Basically, hero shooters are like the Powerpuff Girls, so let s talk Chemical X.

We ll start with Blizzard s Overwatch, seeing as how it has become the poster child for the genre. Overwatch is popular for many reasons, but primarily because of its heroes and their diverse playstyles and personalities. Game director Jeff Kaplan said it best when we spoke with him at BlizzCon 2015: the heroes are the content of the game.

More than any other hero shooter, Overwatch puts individual heroes first, not overarching classes. This wasn t always the case, though. In an April interview with GameSpot, Kaplan said the Overwatch team started with a class-first perspective. It was lead hero designer Geoff Goodman who eventually proposed making as many classes as we could come up with and simply turning them into highly specialized heroes.

Overwatch heroes are roughly grouped into four classes, but hero-specific strengths are stressed more than in, say, Team Fortress 2. In Overwatch, you pick a hero based on who your team needs and who the situation calls for, whereas in TF2 you have more room to choose a class based solely on how you like to play, illustrating the subtle difference between team-based and class-based gameplay. A skilled Heavy can fill several roles and always be useful, but you can only do so many things with Roadhog or Reinhardt, which brings us to hero switching.

Instead of making individual heroes more flexible, Overwatch made all hero switching available on the fly. You can choose from several suitable heroes in any situation, but you can t take the same approach with all of them, at least not effectively. Reaper and Tracer, for example, are both offense heroes who can make short work of enemies, but they play very differently and have different counters.

This creates the type of rock-paper-scissors meta we see in MOBAs like Heroes of the Storm, which is a noticeable influence on the way Overwatch heroes interact, both as allies and as enemies. There s also a bit of fighting game spirit to Overwatch. The way they use huge casts to segment fundamentally similar gameplay forms an interesting parallel with games like Street Fighter V and Tekken 7, which also live and die by their rosters.

Heroes are obviously central to all hero shooters, but careful character design is of unmatched importance to Overwatch because each of its heroes must not only serve a unique purpose but also mesh well with tightly clustered teams. Everything starts there, and anything that encroaches upon the fun hero gameplay, as Kaplan puts it, is swiftly changed. Furthermore, Kaplan told Kotaku in July, maps and modes are quite deliberately designed to promote hero interaction by bringing teams together. This lines up with what assistant game director Aaron Keller told us in September: "if and when we release a new game mode in the future, it will be about teams pushing on a single objective.

At the opposite end of the spectrum and it is a spectrum, this genre-hopping blur of a genre we have Gearbox Software s Battleborn, which doubles down on MOBA elements while turning Overwatch s character design on its head. Overwatch is about selecting and re-selecting the most suitable hero, but Battleborn is about building a hero that does what you want.

In Battleborn, hero abilities aren t static. Heroes bring the same skills into every round, but through the game s helix system of A/B upgrades, these can be tweaked to fit the play style you prefer. Characters fall into designated classes like healer and skirmisher, but they can still wield a mix of offensive, defensive or supportive abilities, just not all at the same time. So, rather than which hero to play, the question becomes how to play your hero.

You can further customize heroes through gear which augments stats like cooldown reduction and maximum health. Gear functions like the items in Dota and League of Legends: earn currency and buy pieces as the match progresses, with the added kick and progression of collecting gear through loot boxes and, from your collection, building character-specific loadouts. The influence of MOBAs is even more obvious in Battleborn s waves of minions and its base-destroying incursion game mode.

This should also sound familiar to Borderlands fans. Tailoring skill trees to suit different play styles? Boosting your most relevant stats with equipment? Hoarding gear? That s a day in the life of a Vault Hunter if I ve ever heard it. And come to think of it, Alani could pass as a sister siren to Borderlands 2 s Maya. There s plenty of Pandora in Battleborn, that s for sure, just as Overwatch s focus on individual hero characters can be traced back to Warcraft.

Beyond prominent MOBA elements, Battleborn brings some promising ideas to the still-developing hero shooter genre. For starters, it has a story mode. It isn t a particularly spellbinding tale (though the stellar opening cinematic helps) but it does provide welcome context for the game s world and the motivations of its heroes, not to mention a more in-depth tutorial and testing ground. Meltdown, Battleborn s take on payloads, is also noteworthy. In it, teams defend their minions as they march toward the goal and try stop enemy minions from doing the same. This means players have two objectives and can choose to defend or attack in every round, which ties into the game s split hero development.

Overwatch and Battleborn alone illustrate some of the balancing acts hero shooters have to manage. Through the strict limitations it places on game modes and character abilities, Overwatch gains the freedom to create characters like Mercy and Symmetra, who aren t at all suited for offense roles. Battleborn is all about customization, so it s possible for players to consistently play the hero they re most attached to rather than the hero their team needs right now. There are pros and cons to each approach: I can t see incursion working in Overwatch, but Battleborn heroes tend to run together a bit, and there s no doubt as to who s winning the sales race. Somewhere between these two extremes lies Paladins, Hi-Rez Studios free-to-play contender. Lead designer Rory Drybear Newbrough described Paladins as half shooter, half MOBA when we spoke with him last December, and the current state of the game backs him up.

Although still in beta, Paladins foundation is well established, including its much-vaunted deck system. For each hero, you can build equippable decks of five cards which, once acquired mid-match, buff various abilities and help fine-tune your play style. It isn t as open-ended as Battleborn s helix system, but that s not necessarily a bad thing. The goal of decks, Newbrough said in a recent interview with PaladinsWorld, is to give players multiple build options without warping characters to the extent that they are difficult to identify or play around. This preserves the concept of instantly recognizable characters a cornerstone of hero shooters since Team Fortress Classic while creating greater room for player choice.

Paladins also pursues new combinations through its heroes, which, according to Hi-Rez COO Todd Harris, are predominantly rooted in the studio s own Global Agenda despite similarities to Overwatch. Some heroes overlap more than others, but even familiar abilities can be interesting when rearranged. For instance, Androxus wields a defensive deflection ability, generous jumps, a six-shooter revolver and a rocket-powered ultimate. Similar abilities are seen in Overwatch but the combination is novel, and Paladins is not devoid of originality. As Blizzard grapples with Symmetra s place in the meta, Ying offers a good example of how to combine turrets and teleportation in a way that s powerful and satisfying.

Even so, and even for a beta, Paladins has yet to hit its stride. Everything checks out on paper: it takes inspiration from the most successful hero shooter yet, the biggest genre in esports and lessons learned from Global Agenda. It s also free, which is a good thing to be in an increasingly competitive market. The trouble is that it doesn t yet have an identity of its own. Overwatch is a dynamic team-based FPS, and Battleborn, while a bit of a commercial flop, is firmly a first-person MOBA with added objectives. Paladins isn t quite there yet. It seems to know what it s made of but not what it wants to be, and in this it echoes the state of the hero shooter genre as a whole.

The good news is that the concern is not what hero shooters can t do, but what they haven t done so far. Creating new and interesting heroes is great, but they stand the best chance of finding an audience if they do something we haven t seen in hero shooters before. The only guiding principle seems to be to build game modes that intuitively support your heroes abilities, something Overwatch and Battleborn both managed despite being wildly different. There s no limit on what those game modes can be, only on what type of heroes suit them.

Overwatch makes a good argument for hero-driven design, and Battleborn shows that unconventional elements can be folded in without upsetting the core FPS gameplay loop. More importantly, Overwatch s 22 heroes can t do everything, nor can Battleborn s 25. Meanwhile, Paladins is still trying to figure out what its heroes are best at, something its forthcoming new mode, which Newbrough describes as a co-op experience against challenging AI, may answer.

This is perhaps the most valuable lesson for budding hero shooters like Gigantic, Lawbreakers, Battlecry, Dirty Bomb and who knows how many games to come. I don t want to see this genre become a race to dethrone Overwatch by way of character design. That s a loser s market, and hero shooters have the potential to revive and improve so many game types. It s all a matter of finding a niche and creating a good-sized roster of heroes who really synergize with it.

For one, objective-based multiplayer goes way beyond 'defend the thing and push the thing', or in Paladins case, 'defend the thing then push the thing'. Where s the fast-paced capture the flag hero shooter that promotes mobility and map awareness using heroes couched in creative movement? Lawbreakers definitely has a shot at filling that slot, but it often feels like more of an arena shooter that happens to have five classes which is fine, by the way. The point is, CTF is another classic game mode that could benefit immensely from a broad cast explicitly engineered with it in mind.

Then there s the big, white elephant that seemingly nobody is talking about: where is the hero shooter that shamelessly apes the original Star Wars: Battlefront? With droidekas, shock troops, engineers and plenty more unique classes, it s already half a hero shooter. Just imagine a modern spiritual successor, divorced from the tapestries of Star Wars but informed by the years of MOBA refinement on display in Battleborn. Sprawling, ever-changing battlegrounds peppered with command posts and crawling with NPC squadrons led by heroes I have a dream!

Future hero shooters should also consider options outside PvP. Players can work as a team without fighting other players, and PvE-focused games like Left 4 Dead are crying out for hero shooter cousins. Overwatch proved this in its recent dalliance with horde mode, the Junkenstein s Revenge brawl. As our own Evan Lahti said, that brawl didn t really work because Overwatch doesn t have the maps or heroes to support it. Where is the hero shooter that does?

For once, the bewildering vagueness of the term hero shooter can be called a positive thing. This cockamamy genre could become a nearly boundless formula for reinvigoration, a way to explore and experience familiar game modes from a refreshing new perspective via dozens of fun characters.

Team Fortress 2

Team Fortress? More like Scream Fortr oh, I see Valve already did that, as it's the name of TF2's annual Halloween event. Joe brought the slightly disappointing news that there would be no all-new giant spookathon this year; instead, the game is getting a few new titbits, while all the old Scream Fortresses will be returning, as with last year.

The TF blog announces that Scream Fortress VIII has just kicked off, bringing with it "three new Halloween maps! All classic Scream Fortress Maps! All-new contracts! New taunts! And a Creepy Crawly Case with the chance to get our newest unholy Halloween creation: a taunt Unusualifier!" Yeah, that's right, an Unusualifier look it up in your Lexinomicon.

What's more, for the duration of Scream Fortress VIII, "all unusual cosmetics that you unbox from any case or crate will have a Halloween 2016 unusual effect, and the chances of receiving an unusual cosmetic across all cases, even old ones, will be DOUBLED," says Valve. Double-things are almost always good news whoever heard of Single Fine, for example?

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