Team Fortress 2

Counter-Strike: Global Offensive, Team Fortress 2, Portal 2 and other Source Engine games were all affected by a particularly nasty exploit until recently. Basically, by uploading custom assets into a custom map, hackers could use them to trigger a "buffer overflow vulnerability" which resulted in the victim PC being open to remote code execution.

In other words, merely shooting at an enemy could cause your machine to be remotely hijacked. The exploit was identified by One Up Security (via Motherboard) who notified Valve. 

"Valve's Source SDK contained a buffer overflow vulnerability which allowed remote code execution on clients and servers," OUP's statement reads. "The vulnerability was exploited by fragging a player, which caused a specially crafted ragdoll model to be loaded. 

Multiple Source games were updated during the month of June 2017 to fix the vulnerability. Titles included CS:GO, TF2, Hl2:DM, Portal 2, and L4D2. We thank Valve for being very responsive and taking care of vulnerabilites swiftly. Valve patched and released updates for their more popular titles within a day."

For a demonstration of how it worked, this very short video tells you all you need to know. Death has never been so scary.

Team Fortress 2

Last week I asked our community to share their sleaziest stories of scamming or being scammed in online games. I expected we'd get some fun tales that we could all laugh about, but instead the comments section filled with anecdotes of such absolute savagery that I lost hope for humanity. Not only are some of you unconscionable in your unwavering commitment to screwing over your fellow person (or friends), but a few of you also suffered dearly at the hands of strangers on the net.

I've sifted through hundreds of comments to bring back what I feel are the worst, sleaziest, most underhanded stories. Whether it's screwing over your best friends for a quick buck or falling for the same scam twice in a row, all of you should feel bad. Really bad. For better and for worse, here are your most underhanded stories of scamming.

Cat fishing anonymous 

It's one thing to use a silver tongue to trick someone into handing over a few items, but it's another thing to get your girlfriend to pretend to be a cam girl in order to scam some poor, lonely soul for 10 million gold. That's exactly what commenter Mugen did while playing Vindictus.

"I once scammed a guy from Italy out of 10 million gold in Vindictus," he explains in the comments. "I told him I was a cam girl and I'd Skype him if he transferred the gold to my character."

Apparently Sleepless in Italy needed a bit more proof before he was willing to part with his precious gold, so Mugen somehow convinced his girlfriend to play the part. "I got my girlfriend to go on Skype with him and she posted fake cam girl pics and pretended it was her," he says. "After we got the payment we let him know he shouldn't trust people online and then deleted and blocked him on Skype. I've never felt so horrible."

Mugen's comment doesn't offer more details, but I have a million questions. How does someone even convince their girlfriend to pull this off? I don't know what makes me more depressed: That someone would stoop so low for gold or that someone would actually fall for it.

Need a lift? 

You should never take a ride from a stranger—especially if it's in DayZ and there's zero reason why that person shouldn't break your legs and leave you for dead. It might not be a traditional scam, but FixTheBloodyGame (let's call him Fix) has a story so brutal that it's only made worse by the fact that they got nothing out of it.

"Back when DayZ was an Arma 2 mod, myself and two friends had become fully geared, had a helicopter, and basically hit the endgame without much else to do," they explain. "What we ended up doing was offering lifts around the map using our helicopter and arranging this via side chat. Needless to say, we had some ulterior motives."

I shot him in the leg with a DMR, snapping them instantly.

FixTheBloodyGame

They stumbled upon a freshly-spawned player trying to get across the map so he could team up with his friend. "We met up in Electro, got him to drop all his gear and loaded him into the chopper and set off flying northeast. After 3 minutes of flying, he got very confused and asked where we were heading. 'Just a quick stop at our base,' we said."

As Fix explains, in the far northeastern corner of the map is an island so small that no zombies spawn on it and most players don't even know it exists. "We dropped the guy off on the island and said he should follow us to get some gear from our 'buggy tents that go invisible.'

After watching this poor sap run around trying to find the invisible tents, Fix decided to get nasty. "I shot him in the leg with a DMR, snapping them instantly," Fix writes.

But it gets worse.

"We quickly bandaged him, healed him up (his legs were still broken) and got him to crawl across this island to our helicopter. As soon as he got close we flew away. After he started getting sad in side chat we flew back to him and fixed his legs—only to snap them and repeat the whole process again."

Fix explains it was only when the island was a tiny dot on the horizon that they fully realized what an ass they had been. "This poor guy just wanted to meet up with his friend. He now only had a few choices: Swim to shore (which would take multiple hours), starve to death (again, multiple hours in real time), or quit the server and never return. There was no suicide button and he had no gear to kill himself with."

"We got a lone message in side chat after all this, a simple ':(.'"

Reading this story, the optimist in me hoped that maybe Fix and their friends would find their conscience and head back for their crippled passenger. Nope.

"Our pilot got very sad for him, the rest of us laughed our arses off."

Sorry for your loss 

XyzzyFrobozz's story is legitimately infuriating and proves that EVE Online isn't the only MMO where you can't trust your closest friends. "I started a guild in Lord of the Rings Online on the Nimrodel server called the 'Rangers of Arnor,'" they write. "I worked hard at recruiting and raiding to the point where we were becoming a medium-sized guild of about 50 people. Word was spreading that we were active and friendly, and so we started getting quite a few applications." 

"A good friend of mine unfortunately took his own life. I had to travel out of state to be with his family and help with the arrangements, so I handed over some of the control of the guild to a 'trusted' friend in the game—specifically the ability to recruit or ban people from the guild. I explained what was going on and that I wanted the guild to continue growing by admitting people while I was away."

Apparently even a real-life tragedy won't stop some people from abusing power. Xyzzy returned to a terrible surprise. "When I returned I found the guild had grown by five players... and that my 'friend' had kicked me from the guild and taken it over as his own."

"I never played LOTRO again."

I don't blame them.

Insanity is doing the same thing twice… 

We received a mountain of entries involving Runescape. This MMO is a madhouse of skullduggery, but Jake Brandt's story stands out because he was so hilariously naive as to fall for the same scam twice in a row.

As he explains, his pride and joy was his full set of adamantium armor, which was the second-most powerful in the game at the time. Around that time, Jagex had released special sets of armor that had ornate gold or silver trimming along the outer edges. It was highly fashionable and Jake wanted some. "I had heard about gold trimmed armor but knew nothing else about it, so when a guy on the road offered to upgrade my armor I happily accepted his generous offer and handed over two pieces of my gear."

There's just one problem: there was no way to convert normal armor into trimmed armor. Instead of learning this lesson, Jake decided to roll the dice a second time.

"After a brief mourning period for my lost adamantium equipment, I kept walking down the road and there were a couple of people at a crossroads. One of them walked up to me and offered to add gold trim my remaining armor. I don't remember how I could have possibly thought it was a good idea to try this again, but I did. I even made him swear he wouldn't keep my armor like the last guy."

"And that's the story of the time I ragequit Runescape, never to return."

On the next page, someone gets the shit kicked out of them in real life.

Mistaken identity 

Zed's willingness to think on his feet is astounding. While playing Diablo 2 one day, he found an open public game named "Cody come" and decided to play a trick: He was going to pretend to be Cody. "I joined the match with a stupid idea in my head that I was going to pretend to be the guy's friend," Zed writes. "After joining the game I went to my stash checked out some items and was just doing my thing and the other guy in that current game said 'Hello' and I replied "Hey man, one sec gonna get a drink' and he said 'Cody?' I waited a minute or so and said to him 'Yeah this is my paladin account.' So at this point he was gonna either call my bluff or believe me."

But before the other player could decide, another player joined the game.

It wasn't Cody, but a random PvPer who immediately turned hostile and challenged the two to a fight. "I quickly invited the other guy to my party which he accepted and we ran out of town only to be slaughtered. We lost a boat load of gold and this guy was getting very upset," Zed explains. Then Zed saw his opportunity to strike.

"Now I knew what item he had because I was a dork and could tell if someone had an ethereal weapon. It was obviously one of the high end game rune weapons because we were in hell mode," Zed says. "I told my buddy that with my current build I could kill the amazon if he would just give me the item. I requested trade and to my surprise the trade window opened."

"'You better give it back dude, I'm not joking,' the guy said. I got the item and left the game."

Again, please don't give strangers your rarest items. Even if you think they're Cody.

Don't lose your head 

Many of the stories we received took place while playing games, but BunnyBot 5000 had the unfortunate experience of being scammed through Steam's trading interface. "Several months after Team Fortress 2 had gone free-to-play, my most sought after dream at the time was a Max's Head to accompany my rabbit-themed username, BunnyBot writes. "I had acquired the illustrious hat by way of birthday money, and was open in my flaunting of it."

"Now here's where it gets weird - I had, by this time, made several friends through Steam." As BunnyBot explains, one friend, "Andrew" lived just down the block from him. "Late one night, I began messaging with Andrew and he requested I trade the Max's Head to him as part of some sort of elaborate prank. In my tired, sleep-deprived mind, I figured that Andrew was the kind of guy to do this kind of stuff, and if he tried to skimp me, I could just walk down to his house and chew him out. In my moment of weakness, I traded him my most prized possession."

There was just one problem: BunnyBot wasn't speaking to Andrew.

As BunnyBot quickly realized the moment "Andrew" unfriended him and ran off with his Max's Head, "another one of my Steam friends had a very similar screen name to Andrew's."

When BunnyBot began messaging him thinking he was Andrew, "the sleazy fuck" played along with it and "pretended to be [his] friend."

"I traded this stranger my most prized possession and he immediately unfriended me and made off with his ill-gotten gains," BunnyBot laments. "I learned my lesson that day: Scammers are not always just some kind of weird broken-English bot that tries to add you out of the blue. They could already be on your friends list, lying in wait for just the right opportunity."

Keep your friends close 

Of all the stories we received, Jirka Týr's is easily my favorite. A common theme in most of these stories was that the scammer always got away without consequence, but Jirka paid dearly for his scam.

Back in 2006, Jirka and his four friends, barely teenagers, got into playing Runescape. As he explains, they knew very little about the game and spent a great deal of time on YouTube learning how to play. That's when they came across a video teaching how to lure people into the open-PvP Wilderness so you could kill them and take their stuff. They were very excited. "We were all around 11-12 years old so we had boners harder than steel."

I ended up with 5 really small open wounds, broken nose and few cuts on my face.

Jirka T r

Using computers at their school, the five friends decided to give the scam a try. "We tried pretty hard for a good hour and almost everyone looked through us and reported us," Jirka says. " After another four days of trying and no result, I was kinda pissed off it doesn't work—probably because English isn't my native language and all I could say back then was yes, no, hello, and bye. It was kinda hard and we were just copying and pasting every word we saw in the video."

Frustrated by his inability to trick other players, Jirka decided to turn on his friends.

"One day I started yelling that I finally got some guy and I'm going to kill him," Jirka writes. He explains that he convinced his friends to drop everything to come to his aid but only bring their cash so they had more room to pick up his victim's items. Except there was no victim.

Earlier, Jirka had used all of his cash to purchase a set of rune armor—some of the best in the game. When the first of his friends arrived, he immediately attacked and quickly killed him. "All I saw was his red, steaming face over the monitor," Jirka writes. "I kept my cool and tried my best to have the most serious poker face. He yelled at me 'Why did you kill me you dipshit?' And with all my skill I turned slowly on him, tilted my face a bit and said 'What are you talking about?' I said that couldn't be me because I was somewhere else—I was lying and all it would take to catch me was for him to come to my computer and look at what I'm doing."

Over the next few days, Jirka succeeded in pulling the same stunt on the rest of his friends, looting their dead bodies until he had over 100,000 gold. "I bought every single expensive thing I could find and what did I do when I had all this expensive gear and cosmetic shit on my account? I showed it to my friends!"

This would prove to be Jirka's undoing. Immediately his friends deduced who had scammed them and taken all of their gold. "They didn't react by calling me a swine or an asshole," Jirka says. "It was literally punches, kicks, hitting me with a chair…"

They beat the shit out of him.

"I ended up with 5 really small open wounds, broken nose and few cuts on my face," Jirka writes. He explains that this all happened at his school in the Czech Republic, and his teachers had to call his parents to come and get him. "After my mom saw me she nearly cried and my father was angry as hell."

At the time, however, no one knew that Jirka had broken his nose. "My nose hurt like hell so I went to my mom and told her about it," He says. "She just grabbed me by the nose and yanked it to the side. When it moved, it scared her to the death and I went to the hospital that night, we had no car at the time and even no driver license so we had to wake up all of our neighbours and ask them to drive us."

But getting beat up wasn't even the worst punishment. "My account was completely wiped out.

Nobody from those friends talked to me that year, and I looked like an ogre because my nose was four times bigger than usual."

I guess the lesson here is not to scam people who are within arm's reach of you.

Or, you know, just don't scam people at all.

Comments were edited for grammar and clarity.

Half-Life

Half-Life got a new update today, which is significant for only one reason: the game is old. Old to the tune of nearly 20 years. So it's cool that Valve is still supporting it, despite Valve clearly not pulling its weight in other areas (releasing or even working on Half-Life Fricking 3).

The update addresses some small bugs the likes of which don't seem too gamebreaking, but since Valve probably wants to keep this game evergreen on Steam, it makes sense to address them. 

And yes, I've read the patch notes several times and there's no clear or obscure reference to any much-anticipated third instalment. Just take my word for it. Don't waste your precious time on this earth deconstructing the below published patch notes.

Here they are:

  • Fixed crash when entering certain malformed strings into the game console. Thanks to Marshal Webb from BackConnect, Inc for reporting this.
  • Fixed crash when loading a specially crafted malformed BSP file. Thanks to Grant Hernandez (@Digital_Cold) for reporting this.
  • Fixed malformed SAV files allowing arbitrary files to be written into the game folder. Thanks to Vsevolod Saj for reporting this.
  • Fixed a crash when quickly changing weapons that are consumable. Thanks to Sam Vanheer for reporting this.
  • Fixed crash when setting custom decals
Half-Life 2

Cars, confirmed.

Earlier this week, we watched some SGDQ speedrunners surf and fly through Water Hazard,  Half-Life 2’s wettest level. Normally, you coast through with a boat, stopping here and there to shoot aliens and open gates. It’s a relaxing venture compared to Nova Prospekt’s turret hell. 

Ditching the boat makes sense if you’re trying to go fast, but modder WALLe’s anti-boat agenda runs deep. They’re redesigning the entire Water Hazard level to be playable from start to finish without a floaty friend. That doesn’t mean they’re just putting out a mod that lets Freeman fly or plops handy planks throughout the entire sequence. It’s being completely redesigned, featuring a small story, voice acting, music, and maps made for feet. See it for yourself in this early demo playthrough.

The footage doesn’t look too thrilling, but I suppose it’s the novelty of the mod’s intent that overrides what a quiet experience it might be. I mean, if you take the boat out of Water Hazard, I’d expect it to be quiet. There’s no boat making boat sounds. It’s boat-less. Er, BOAT-LESS. The capital letters are there to emphasize exactly how little boat there will be in the final release. 

We don’t have a word on a release date quite yet, so keep your eyes on the BOAT-LESS ModDB page for any incoming information.  

Half-Life 2

It’s possible to ignore the boat almost entirely in Half-Life 2’s first notorious vehicle level, and speedrunner Woobly demonstrated it last night during his Summer Games Done Quick run of the classic FPS. Dubbed Boatless by the HL2 speedrunning community, the strategy isn’t exactly new, but for those who only hear about speedruns when the Games Done Quick carnival rolls into town and hate the Water Hazard chapter, it’s a revelation. 

A few tricks go into making the run possible, the most important of which is save deletion. It’s a method of creating and deleting saves to reset Freeman’s weapon inventory and health. Since most of Water Hazard’s water is, well, a hazard, it’s nearly impossible to swoop through the radioactive liquid without marooning yourself eventually. With save deletion, runners can just save, delete the save, and die to get healthy again. It will also spawn the boat nearby, no matter where the runner leaves it behind. 

Before save deletion was discovered, the run wasn’t possible even if players somehow survived the ordeal. Throughout the entire level, there’s a single trigger that requires the boat, and it’s right at the end. Gordon doesn’t have to even be there. Save deletion lets runners spawn the boat right at the end when it’s needed, so some NPCs can talk to it and open a gate. 

But to swoop around like a damn bird on a surfboard and fly over most of the map, runners use variations well known Source exploit to gain speed called accelerated back hopping. To do it, you need to jump forward, turn around in the air, and jump right when you land. The Source Runs wiki explains how this process actually gains speed: 

“When you exceed the game's speed limit, the game tries to slows you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going, the more you will get accelerated.”

By gaining speed and hitting certain surfaces at angles that don’t trigger damage, runners can treat level geometry like a stunt course. It’s just like real life, basically. 

As impressive as Woobly’s SGDQ run is, it’s nothing compared to the World Record run by Rainnt, set just under a month ago. To see their near perfect Boatless run, skip to the 20-minute mark or so. 

Half-Life

Half-Life: A Place in the West is a webcomic series set in Valve's esteemed Gordon Freeman-housing future world that's set between the events of the first and second games in the wake of the Seven Hour War. Created by Michael Pelletier, Ross Joseph Gardner, Heath Heil and Rachel Deering, issue one launch onto Steam towards the end of last year, with issue two landing in February this year. Now, issue three has a launch date: July 21. 

And to mark the announcement, Half-Life: A Place in the West Chapter 3 has a pretty nifty trailer. Observe:

Following the story of Albert Kempinski and his search for his kidnapped daughter, A Place in the West explores life and the trials and tribulations faced by the world's new cast of characters caught up in the dystopian city of New Franklin. The incoming third entry—named 'The Pit'—continues the exploits of Kempinski and his companion Leyla Poirier as they delve deeper into New Franklin's secrets. 

"The Pit is a culmination of everything we learned from the first two chapters," says writer and co-creator Gardner in a statement. "At a total of 30 pages, the condensed narrative is sleeker, much more focused, and really aims to bring the city to life."

Half-Life: A Place in the West in its entirety will run for a total of 13 issues—with chapter three due on July 21 for $1.99/£1.49. If you'd like to know about A Place in the West's origins, this article of Gardner's makes for pretty interesting reading. 

Team Fortress 2

Nine years. That’s how long I’ve been running around cp_badlands, and it’s never once felt stale. Added to Team Fortress 2 in 2008, it quickly became a staple of the Control Point mode, where teams are tasked with sequentially capturing five areas of the map and pushing the enemy team back towards their own spawn building. 

It’s a remake of a Capture The Flag map from Team Fortress Classic and it shows, retaining two large bases at either end. Between them lies everything you could ever want as a TF2 player: long sight lines for the Sniper, vantage points for the rocket-jumping Soldier, and hidey-holes where a Spy can lurk in wait of a wandering opponent’s back. 

That’s pretty standard for official maps, which are fairly well designed, but there are a couple of things that set Badlands apart. On most maps, it feels as if the control points have been plonked down and the terrain built around them. In Badlands, they feel almost incidental parts of a wider arena, itself designed to give combat as much variety as possible. 

Take the area around the central point: the point is on a bridge, and below lies a wide valley where players can fight around and between the supports. To the left and right of the bridge are safe houses, with balconies that overlook the area.

It’s a vast space, and at any one time you can expect three or four secondary fights alongside the main battle for the point. Scouts duke it out with their Scatterguns for control of the area below, snipers camp in their buildings trying to take each other’s heads off, and, inevitably, a flanking Heavy wraps around to come at the opposition from behind, being as sneaky as a giant Russian with a minigun can be. It’s manic, and utterly brilliant. 

The same is true of the second point. Once you’ve captured ‘Mid’ you push on to ‘Yard’, another open area with plenty of peaks and troughs. There are three ways to get there, providing plenty of flanking routes, and you’re never sure where your opponent may come from next. 

The control point itself sits close to the defending team’s base, on a towering spike of rock called ‘Spire’. It’s easy enough to reach the top if you’re a double-jumping Scout, rocket-jumping Soldier, or a crafty sticky-jumping Demoman. The rest of team is forced onto a snaking path. It’s a long climb, and the defenders have battlements from which they can rain down hell. 

Some people loathe this, but dodging rockets and bullets on my hike up the path never fails to get my adrenaline going. And once you reach the top, it’s your turn to have the high ground. I play mainly as a medic, and some of my best TF2 moments have come on the top of Spire, barely keeping teammates alive as I tiptoe around its peak.

These open areas mean Badlands avoids tight chokepoints that the defensive team can spam with explosives. Even its most claustrophobic zone – the final control point—has multiple access points and a fast capture time, so you don’t have to grind down the enemy team in order to win. 

Sadly, Badlands has fallen out of favour. Last year Valve removed it from the rotation for the public competitive mode and community servers now running it are usually empty. If I want to get my Badlands fix, I have to watch the pros. It’s part of the rotation for a lot of serious competitions, and it shows the map at its best. There’s nothing like watching a well-oiled team push all the way out of last point—avoiding a back capture from a sneaky Scout—onto Spire, through Mid, and then rolling through the enemy team. Tactics have been tried, improved and bested, and watching new tactics put into practice is always a thrill. 

As the TF2 competitive scene wanes or moves onto shinier maps, Badlands will die out. That will be a sad day indeed, and I fear it could come sooner rather than later. This is my chance to publicly declare my love for it before it fades away. cp_badlands: gone—almost—but never forgotten.

Team Fortress 2

Videogames that are a decade old tend to be pretty well locked-down, which is a nice way of saying that their developers stopped paying attention to them years ago. Not so with Team Fortress 2, however. Valve announced in a TF2 blog post that new balance changes are coming to the game in a "major update," and this time around it's actually telling people about the update before it goes live. 

"In the past, we've made blog posts about changes we've already shipped or stuff we've tossed onto the smoldering scrap-heap of failed ideas," Valve wrote. "This time—based on your feedback—we're going talk about changes while we’re still working on them." 

The list of changes, "based on online community discussions, emails, playtime data, conversations with players of all skill ranges, and play testing," is not complete, but is instead a "sneak peek" at what Valve is moving toward. Some changes, to both items and classes, are still being worked on and aren't "ready for review," and some that are listed may be changed prior to the update's release.  

Valve is also "going deeper" with some classes than others. The Scout, for instance, will see a number of changes: The triple-jump enabled by the "Atomizer" bat, for instance, "is just too strong" because opponents don't see the bat and thus can't anticipate the Scout's enhanced jumping ability until it's too late. Because of that, the update will require that the bat be deployed, rather than simply carried, in order for the triple-jump ability to be used. It will also suffer a 50 percent "deploy time penalty" in order to prevent a "quick-switch by-pass." 

The Engineer, on the other hand, is getting far less attention: The only listed change for that class is that the "Rescue Ranger" weapon will consume metal (at a 4:1 metal-to-health ratio) when used to make ranged repairs to buildings. Previously, ranged repairs with the weapon required no metal, which made it a little too powerful.   

Ahead of the update, Valve is inviting player feedback as it tunes and finalizes these and other changes. "Hearing from you helps us prioritize our work and influences the direction the game moves in." 

A rollout date for the latest TF2 update hasn't been set. 

Portal 2

With Valve continuing down its path of never making another game ever again, it’s shed another one of its writers—an increasingly common occurrence. This time it’s Jay Pinkerton, who has been writing for Valve since 2008 and co-wrote Portal 2. 

Pinkerton joined Valve after leaving Cracked.com, where he was an editor. He worked with Erik Wolpaw and Chet Faliszek, co-writing Portal 2. Wolpaw left Valve in February, while Faliszek left in May after working on Valve’s virtual reality projects.

You can also thank Pinkerton for a lot of the ancillary stuff that Valve churns out, like the comics and videos that expand Team Fortress 2. 

So that’s almost all of Valve’s writers gone in a space of less than two years. The real surprise is that it’s taken this long, frankly. There hasn’t been a game for them to write for in a very long time, only the additional stuff that supports older games. 

It’s still a shame, of course. Valve used to be famed for its writing. But on the plus side, there are now considerably more top-notch writers out there actually doing things instead of getting covered in cobwebs inside a broom closet in Valve HQ. 

Cheers, RPS.

May 17, 2017
Left 4 Dead 2

Here's how big a deal Doom's shotgun was: in a game with another weapon called the Big Fucking Gun, the shotgun is the one we remember best. It's reliable at practically any distance. One clean shot to the chest will eviscerate most enemies. Somehow that pump action reload animation and its cha-chick are satisfying every single time with only five frames of animation. How many other games are confident enough to give you a gun this good 10 seconds into the first level?

Before Doom, shotguns were for shooting clay pigeons. After Doom, they were for annihilating demons. And for annihilating practically anything else: as Doom birthed a new genre, you could rely on the trusty shotgun to be there almost anytime, more steadfast and reliable than a squirrely pistol or a ammo-hungry rifle. It's our pellet pal. Our blunderbuss buddy. In the wry words of John Romero, when we spent half an hour reflecting on the design and history of Doom's shotgun: "No other game has a BFG 9000 in it, but lots of games have shotguns."

Today we're celebrating that lineage by talking about some of our favorite shotguns and why we love them. Step one: make it kick, and make 'em bleed.

How to make a great shotgun

"Number one, the damage it does is the most important part," said John Romero. He was talking about weapon design in general. There's so much that goes into a good game gun, but those pain points have the biggest impact in making a weapon feel powerful. "If it does more damage than any other gun, it doesn't matter if it has no sound effects, you're going to be using it," he laughed.

OK, but all that other stuff is important too. Animation, sound effects, the works. When they all come together, you can just feel it. It's an almost animal hell yeah. Fullbright's Steve Gaynor practically got poetic describing this sensation:

"Shooter games can be about a lot of things—the complexity of tactics as you use the environment to your advantage, the cat & mouse drama of chasing and being chased, sneaking up on your prey or falling into your enemy's trap—but it's also always about that aesthetic moment where the trigger's pulled and the audiovisual effects deliver that moment of utterly blowing a videogame creature away. And that's what the shotgun's all about. It's loud. It's sudden. And above all, it's effective."

So how do design all that stuff to feel just right? Bill Munk, animator and creative director at Tripwire, had this to say about developing Killing Floor 2: 

Shooters are always about that aesthetic moment where the trigger's pulled and the audiovisual effects deliver that moment of utterly blowing a video game creature away.

Steve Gaynor

"We start with the gore system, which is a very important ingredient that makes shotguns feel devastating. Second is the impulse force applied to the creatures when they get hit, this is really important to not only make the shotgun feel powerful but also adds to the enjoyment of taking down a target. Third is the damage each pellet does, it's a hard balancing act because depending on what you shot, if it doesn't die or react the way you picture it, everything falls apart and the weapon feels unsatisfying. To balance shotguns in KF2 we first start with the price for the ammo, the weight of the gun and the time it takes to reload. Shotguns generally have massive damage but become less effective at range due to the spread of the pellets which also is a nice tool to balance these high damage weapons.

"Last but not least are the shoot animations. This is an area we've put a lot of time and research in. We animate the shots at high framerate so that we can animate the violent force when you fire a shotgun. This is a detail you barely notice in realtime but can feel the difference."

And when Killing Floor 2 slows down into Zed time, you can really see that animation at work.

You can see even more detail in KF2's shotguns firing and reloading here. They're ahead of the curve in animations, but the fact that Doom's shotgun still feels good with only five frames of reload animation shows how much the damage, muzzle flare, sound effects, and other elements of a shotgun can make it feel satisfying without much real detail.

Take Resident Evil 4's starting shotgun, a standard pump action. It's much simpler than Killing Floor 2's weapons, but blasting zombies with it feels a bit like smiting them with the fist of God. Part of that comes from RE4's once-novel over-the-shoulder weapon aiming. It's incredibly physical. You hold a button down to aim and Leon plants his feet. The camera zooms up to his shoulder, and it feels like you're aiming the shotgun with the whole of his body. The muzzle jerks sharply upward when you fire, and a single blast can send a whole crowd flying backwards. Leon pumps out the spent shell before recentering his aim. It's not fancy, but it feels sublime.

Sound off

No game gun sounds more pleasing to the ear than a shotgun except for, maybe, a bolt-action rifle. And those two weapons have something in common: both are about a single moment of release, followed by a peerless sound saying fire again, baby.

Most game weapons are about a constant stream of sound. The blam, blam, blam of a pistol, the ratatatat of an SMG, the heavy thugthugthugthug of an LMG. With a shotgun, it's all about that one shot. It's a crack of thunder, not a boom. "You need a good, sharp, aggressive sound to drive the shotgun's presence home, not some underplayed thud but a good, bracing crack," said Gaynor.

But the reload can be even better. Only a heavy bolt can match the click of a double barrel popping open and closed or the cha-chick of the pump action. That sound effect really hasn't changed much since Doom 1, and it's easy to see why.

I'd say sound is 70% of the feel of a great shotgun mostly because I've played games while they are muted and they lost the feel.

Kynan Pearson

Sound is a big part of why we love shotguns, but it's also crucial to the "feel" of hower powerful they are. "I'd say sound is 70% of the feel of a great shotgun mostly because I've played games while they are muted and they lost the feel," said Kynan Pearson, who's worked on the Halo and Metroid Prime series. "The reload noise, the boom and the pain noises create a fantastic symphony of death."

Producer Matt Powers, who worked as a producer on the Medal of Honor and Call of Duty series, wrote about this on Gamasutra:

"I kept getting feedback that our shotgun was underpowered…people really kind of hated the shotgun. When I looked at the balance numbers, the shotgun was actually a little overpowered if anything. So…after much consternation I decided to attack the balance issue from the side of perception rather than through the actual numbers themselves. I went to our audio director to talk about changing the sound. He added a bit more low end to the fire sound, pulled out some midrange and bumped up the high end to give it a sharper punch. I did not tell the team that the only thing I changed was the sound, I just asked them to give it another try to see if the changes I made addressed the balance issues they were seeing. The feedback came back unanimously positive."

Animation, sound, weight. Those are some of the ingredients of a great shotgun. So how did id make the first FPS shotgun, with no history to draw on, back in 1993? 

History lesson: the original boomstick

Our love affair with the shotgun started with Doom, but for Romero, it started with two other sources: Rednecks, and Evil Dead. In one of id's earliest games, a 2D sidescroller called Dangerous Dave in the Haunted Mansion, you blast ghouls with a shotgun (and can even shoot at diagonals!). In Dave's first game, you had a pistol, but changing that to a shotgun in the sequel was an obvious move. "You're a redneck in Louisiana, of course you'd have a shotgun," Romero laughed. "We mentioned it when we were talking about Doom, we're like 'Hell yeah man, we had a shotgun in Dave and it was awesome. Why not?'"

Doom's shotgun wasn't originally in the plans for the game at all. The small team at id had the pistol, and plans for a rocket launcher, but they needed something in between. So they designed a rifle with a bayonet. The only problem: it wasn't cool enough. "We didn't like the fact that when you jabbed, it just didn't look good. It looked lame," Romero said. "We'd already had lameness issues with Catacomb 3D earlier, when you're using your hand to throw fireballs and stuff. That didn't look or feel cool. With Doom, we did have the bayonet in there, and I believe we even had it working, and it was just like, you know what? No amount of frames will make this look good."

As they started brainstorming sci-fi weapons like the BFG, their thoughts turned to Evil Dead 2. And voila: a shotgun and a chainsaw appeared. "We basically went, 'a shotgun would totally blow away that stupid rifle.' We made the shotgun, we made the chainsaw. It totally felt right in the game. We put it in, and it was just perfect. The gun cocking animation, the sound, it was perfect. The shotgun blast was great and did a good amount of damage. So that's what happened."

The Doom faithful may know that the shotgun was a Tootsietoy Dakota cap gun model bought at Toys R Us and scanned into the game using a video camera, then edited and animated in a Carmack piece of software called Fuzzy Pumper Palette Shop. It was named after a Play Doh toy. What's surprising about Romero's story is how little tuning it took to get Doom's shotgun just right. They added a spread and randomness to the firing, but treated the shotgun pellets as if they were bullets, making the gun easy to implement. And because they "wanted every gun to be effective at super far distances," handicapping the shotgun's range wasn't an issue.

"It was important that whenever we added any gun to the game, it never nullified a previous weapon. There had to be a reason for keeping the pistol around and everything else," Romero said. "The shotgun, I believe used the pistol randomness, and also added some to the spread, but not too much. So you could kill stuff at a distance. It was not like a sawed-off shotgun that would have a massive spread."

It was important that whenever we added any gun to the game, it never nullified a previous weapon.

John Romero

That would come later, of course, with Doom 2's double barrel super shotgun. First person shooters have since skewed towards treating shotguns more like the sawed off: close combat killers with a very particular purpose, a more compartmentalized approach to "balance" that gives every weapon its role.

"I feel shotguns live and die by where they sit in the balance," said Pearson. "It's easy to make a shotgun too effective or nerf it so it's not dominant in the weapon selection. I feel like shotguns need drawbacks, but part of the satisfaction is the exaggerated quality of wrecking opponents at close range. I prefer tight spread with damage dampening at distance. Everyone has different preferences so it depends on the game."

We can still delight in a good kill with a well-balanced modern military tactical 12-gauge, but our favorite shotguns are the ones that defy those restrictions. Look at the shotgun in Halo: Combat Evolved, which was overshadowed by the pistol but still had tremendous range and a vast ammo reserve.

Other shotguns do something unique to stand out, either in how they affect enemies and the world, or in how they let lead fly. 

Blaster master

When I get a headshot with a pistol I expect, at best, a backflip or an exploding skull. But much of the joy of a shotgun comes from its physicality. I want my enemies blown backwards by raw force. This is where other elements of the game come into play to make the shotgun itself better. A perfect example, Gaynor explained, is Bioshock's shotty:

"It reinforces what makes a great shotgun on its own—an awesome muzzle flash, great pump action animation, amazing sound design, and high destructive power—but also how important its effect on enemies can be. Not just the blood effects or how much damage it does, but how they flip, spin, and pirouette through the environment when blasted. BioShock used tech that allowed the enemies to do a crafted death animation—ie spinning through the air in response to catching a handful of buckshot in the side—and transition that smoothly into a dynamic ragdoll that leaves them convincingly sprawled on the environment in the aftermath. Blasting Splicers with the shotgun was great because the shotgun was great, yes, but also because the Splicers were such wonderful fodder, their reaction to your blasting being an integral part of the whole exchange."

This is one area where Valve's typically soft weapons really shine: Left4Dead 2's shotguns can lift a group of zombies off their feet and send them flying. They also absolutely shred enemies. Valve's Alex Vlachos gave a great talk about Left 4 Dead 2's wounds at the 2010 Game Developer's Conference, and you can see how the system works in this presentation. This applies to all weapons, but shotguns are your best bet for blowing off limbs or big chunks of torso.

Gaynor similarly praised the F.E.A.R shotgun's "effect on a highly dynamic gameworld, where firing this thing off causes dust, concrete chunks, and broken glass to fly everywhere. But of course it would be nothing if not for F.E.A.R.'s slow-mo bullet time mechanic, allowing you to enjoy the shotgun's effects at half speed, every frame of its destructive power lovingly rendered for the player's satisfaction. Jumping over a barricade, going into slow-mo, and hearing an enemy soldier shout "OOoooohhhhhh shiiiiiiittttttt" as you pull the trigger, causing him to backflip over a railing with balletic grace, is maybe one of the most satisfying interactions in any FPS game. Oh, and if you play your cards right and get up into point-blank range, this thing can straight-up mist an enemy in one shot. That's how badass it is."

Romero and Bill Munk both called out Soldier of Fortune's shotgun for similar destructive power. "Soldier of Fortune, especially for the time, really showed the brutality of a shotgun and made the player feel extremely powerful based on the gore system," Munk said. "But for overall feel I'd have to give it to F.E.A.R. The first time you experience a shotgun in slow-mo seeing every pellet fly and the ragdoll react to it is a thing of beauty!"

Soldier of Fortune sure wins for nastiness, though.

Gettin' weird with it

God I love the flak cannon. In my imagination, the flak cannon is what would happen if the god of death metal looked at a normal shotgun and turned it into an industrial tool that could conveniently be used to shred men into paste. It's not simply firing a shell when you pull the trigger: a metal piston slams forward to propel a disc the size of a hockey puck out of the muzzle, where it separates into a spreading pattern of glowing superheated scrap. You can watch every piece make bloody contact with your enemy, but it also has a utility unlike any other shotgun: bouncing those metal meteors around corners to shred bad dudes from afar. Is there any wonder it's our favorite gun ever?

When Doom gave us a shotgun to blast demons, it was novel. Now that every shooter has its own take on the shotgun—and it's usually pretty straightforward—we love the flak cannon and other alternative shotguns for stepping out of that mold.

The flak cannon's secondary fire is a perfect example: it concentrates the heavy damage of the shotgun into a single arcing grenade that's harder to land, but offers concentrated damage you won't get at range with a spreading flak cloud. Romero himself designed a shotgun that was meant to diverge from the straightforward utility of Doom's shotgun: Daikatana's Shotcycler-6.

Daikatana had rocket jumping, but because its rocket launcher fired two shots, it would really hurt. "I thought, can I make a safer rocket jump type weapon?" Romero remembered. "With the Shotcycler-6 I can do six shots, and if you jump it'll take you up to another place. I thought that would be kinda cool for people who are good, and know the secret of the shotgun jump. So it's basically six shots, who doesn't love that, with kickback enough that you can actually get propelled up in the air, almost like a rocket launcher."

Gears of War 4's Overkill is a madman's fusion of double-barrel and auto shotty: it fires a shell from one of four barrels on mouse click and on mouse release, giving you the flexibility for tactical timing or a panicked barrage of eight shots in the span of a second.

Bulletstorm's ridiculous four barreled shotgun has a charge shot that simply vaporizes enemies, burning them away to nothing but bones. It's a fitting middle finger to the concept of balance. 

And though it was a short-lived glitch, not an intentional design, I have to sing the praises of the most overpowered shotgun of all time: Battlefield 3's briefly broken underslung M26 DART. A patch made every 12 gauge flechette pellet deal the full damage of the assault rifle's primary bullets, making the spread an ungodly cloud of death. And yet it's so politely soft-spoken.

In conclusion

 Videogame shotguns are rad. When you use a good one, appreciate it: marvel at its kick, its cocking action, its thundercrack, and the knockback like no other.

"There's something inherently satisfying about video game guns that are built to be 'one shot, one kill' like, say, a hefty magnum revolver, or a bolt-action sniper rifle," said Gaynor. "And that's also the shotgun's job... with the added benefit of not really having to aim. Who could ask for more?"

Long live the gib.

...

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