Counter-Strike

All popular multiplayer games fight never-ending battles against cheaters. But as Counter-Strike: Global Offensive rose in 2014 to become the most-played FPS in the world, a few things made it particularly susceptible to hacking. 

As the 10th game released on Source (and the third mainline CS), there were already piles of knowledge on how to tamper with Valve's engine. Hacks built for ancient stuff like Half-Life 2: Deathmatch could, with a few minutes' tweaking, perhaps function in CS:GO (although Valve says they'd be trivial to detect). Design-wise, the traits that make CS:GO a skillful game of angles and accuracy also make cheats more effective. Weapons are highly lethal, so putting those guns in the hands of aimbots makes them even more devastating. And CS:GO's focus on information and stealth means that knowing the location of your opponent is invaluable—fertile ground for wallhacks.

CS:GO's fight against hackers is "important, valuable work" according to Valve, but if you've played the FPS, you may have noticed a couple years ago that things were beginning to get dramatically better. Not only did Reddit complaints and frustrated replay clips of cheaters seem to circulate less frequently, but the perception of cheating—as hazardous as anything to a competitive game's health—seemed to dissipate. We published stories of high-profile bans, along with news of thousands of cheaters getting banned in single waves. How was Valve purging most of these jerks?

"Cheaters didn't get the memo we were doing it, and players were super happy and we were just busting cheaters left and right. It felt so good."

John McDonald, Valve

In one of the only in-depth moments of transparency on this topic, Valve programmer John McDonald spoke at the Game Developers Conference last week in San Francisco about how he and Valve used deep learning techniques to address CS:GO's cheating problem. This approach has been so effective that Valve is now using deep learning on "a bunch of problems," from anti-fraud to aspects of Dota 2, and Valve is actively looking for other studios to work with on implementing their deep learning anti-cheat solution in other games on Steam.

Solving CS:GO's cheating problem

While between projects sometime in 2016, McDonald noticed that "The only thing the community was talking about was cheating," based on online discussion and a private email address that received mail from CS:GO pros. "It was this, just, deafening conversation," he says. The uptick in VAC bans around this period, McDonald says, supported what Valve was hearing.

To combat the issue, Valve and McDonald looked to deep learning, a solution that had the potential to operate and adapt over time to new cheating techniques—attractive traits to Valve, which has historically elected to automate aspects of Steam rather than hire hundreds of new employees to tackle issues like curation. What Valve created is known as VACnet, a project that represents about a year of work. 

VACnet works alongside Overwatch, CS:GO's player-operated replay tool for evaluating players who have been reported for bad behavior. VACnet isn't a new form of VAC, the client and server-side tech that Valve's used for years to identify, say, when someone's running a malicious program alongside a game. VACnet is a new, additional system that uses deep learning to analyze players' in-game behavior, learn what cheats look like, and then spot and ban hackers based on a dynamic criteria.

"Our customers are seeing fewer cheaters today than they have been, and the conversation around cheating has died down tremendously."

John McDonald, Valve

McDonald says that "subtle" cheats remain difficult to solve, but in building VACnet, Valve decided to target aimbots first because they present themselves at specific, easily-definable points during rounds of CS:GO: when you're shooting. This allowed Valve to build a system that captured the changes in pitch (Y-axis) and yaw (X-axis)—degree measurements in a player's perspective—a half a second before a shot, and a quarter second after. This data, along with other pieces of information like what weapon the player is using, their distance, the result of the shot (hit, miss, headshot?) are the individual 'data particles' that together form what Valve calls "atoms," essentially a data package that describes each shot. 

VACnet can't necessarily spot a cheater based on one atom, though. "We need a sequence of them, what we actually want is 140 of them, or at least that's what the model uses right now … We just take the 140 out of an eight round window and we stuff those into the model, and we're like, 'Hey, if you were to present this sequence of 140 shots to a [human] juror, what is the likelihood you would get a conviction?'"

Pretty good, as it turns out. Both players and VACnet report players for judgment in Overwatch. But when VACnet reports a suspected cheater, they're almost always a cheater.

"When a human submits a case to Overwatch, the likelihood that they get a conviction is only 15-30 percent, and that varies on a bunch of factors, like the time of the year, is the game on sale, is it spring break. There's a bunch of things but the point is human convictions are very low," says McDonald. "VACnet convictions are very high, when VACnet submits a case it convicts 80 to 95 percent of the time." 

A slide from McDonald's talk: a model of the relationship between Overwatch and VACnet.

That doesn't mean Valve plans to phase out its cheater theater, Overwatch. Both systems work together: VACnet learns detection techniques from Overwatch, McDonald says. "Because we're using Overwatch and we didn't actually replace all player reports, we just supplemented them, that means that the learner [VACnet] is getting the opportunity to evolve along with human jurors. So as human jurors identify new cheating behaviour, the learner has the opportunity to do the same thing."

McDonald adds that when VACnet has been recently retrained with player data to spot a new cheat, the conviction rate might be nearly 100 percent for a short period before cheaters adapt to it. When Valve quietly rolled out VACnet to CS:GO's 2v2 competitive mode earlier this month, McDonald says "the conviction rate for that mode was 99 percent for a while, it was great. Cheaters didn't get the memo we were doing it, and players were super happy and we were just busting cheaters left and right. It felt so good."

Large Hacker Collider

To bring VACnet to life, a server farm had to be built that could handle CS:GO's millions of players, loads of data, and grow as CS:GO grew. Right now there are about 600,000 5v5 CS:GO matches per day, and to evaluate all players in those matches Valve needed about four minutes of computation, amounting to 2.4 million minutes of CPU effort per day. You need about 1,700 CPUs to do that daily work.

So Valve bought 1,700 CPUs. And 1,700 more, "so we'll have room to expand," McDonald says, hinting at Valve's intention to bring VACnet to other games. Conservatively, Valve had to have spent at least a few million dollars on that hardware: 64 server blades with 54 CPU cores each and 128GB of RAM per blade. That's a drop in the bucket compared to the estimated $120M CS:GO brought in off of game copy sales alone in 2017, but it probably represents one of the beefiest anti-cheating farms built for a single game. 

The work continues, but from McDonald's perspective, VACnet is kicking ass, and has potential application not only in non-Valve games, but in other stuff on Steam. "Deep learning is this sea-change technology for evolutionary behaviour," says McDonald. "We think that it is really helping us get developers off of the treadmill without impacting our customers in any way. Our customers are seeing fewer cheaters today than they have been, and the conversation around cheating has died down tremendously compared to where it was before we started this work."

Early December 2017 brought a new milestone for the system: VACnet started producing more convictions than non-convictions in Overwatch. "The system works great," says McDonald.

Half-Life

Occult Scrim looks like a fun twist on Half Life: it's not quite a fully top-down shooter, but it's nearly there, with the camera floating way overhead. Your job is to blast through enemies to rack up points, which you'll spend on new weapons and items when you return to your base, an armoury.

It's still very early days for the mod, and it doesn't yet have a release date, but it looks remarkably polished. The perspective works well, and your character—a black ops assassin—automatically adjusts their aim up and down depending on where your enemies are. It looks like it plays far quicker than the base game, with lots of enemies on screen at one time. 

The camera has two positions: you can bring it slightly closer to the action if you want to get extra precise. Even when it's zoomed out, the guns feel meaty and solid. I'm not sure how many of the weapons are new and how many come from the base game, but I'm impressed nonetheless.

Enemy behaviour has been tweaked from the original to make them more challenging to fight, and they'll do things like roll and strafe out of the line of fire. You'll face bosses, too, like the one below. 

Click here for its ModDB page. It's one I'll be keeping an eye on as it comes together.

Half-Life 2

Oh, snap! It's yet another PCG Q&A, where every Saturday we ask the panel of PC Gamer writers a question about PC gaming. You're also very welcome to share your thoughts in the comments below. This week: which game actually lived up to the hype?

Jody Macgregor: The Witcher 3

I hated the first Witcher game, and although the second one's an improvement in a lot of ways I still thought most of it was dull—apart from the bit where you get drunk and wake up with a tattoo, obviously. So when glowing reviews came out for The Witcher 3 I ignored them. There was plenty of other stuff to play in 2015: Tales From the Borderlands, Rocket League, Life is Strange, Pillars of Eternity, Devil Daggers, Her Story. I was busy.

It took a solid year's worth of articles about how incredible every aspect of The Witcher 3 was, from the side quests to the potion-making to the characters to the wind in the goddamn trees, before I finally caved and tried it. Everyone was right, it's now on my "best games of all time" list, and I've become one of those people who says you should turn the music down so you can hear the wind in Velen. There's an entire subreddit devoted to whinging about games journalism's never-ending love affair with writing about The Witcher 3, but without that constant praise I wouldn't have pushed past my disinterest to give it the chance it deserved. And now I've become one of those people who won't shut up about The Witcher 3.

Samuel Roberts: Metal Gear Solid V

Not everyone will agree with this one, but I've lived through multiple Metal Gear hype cycles (MGS2 and MGS4 most memorably), and this is the one game that really deserved it. While this Metal Gear has the worst story in the series by far, it's also a superior stealth game. With its suite of upgrades and repeatable missions, I easily played MGSV for over 100 hours, and I have no doubt I'll reinstall it someday. 

Chris Livingston: Portal 2

I think the original Portal was a near-perfect experience. You learned to play as you played and each test chamber increased in complexity at a rate that was challenging but never frustrating. It was funny and surprising and satisfying, and short enough that it didn't have time to wear out its welcome. When trailers for Portal 2 began appearing, I was just as excited as anyone else, though I wasn't really expecting to love it in the same way. More complex, more characters, more story, more puzzles, more more more. I just couldn't imagine it matching the original, which proved (to me at least) that less is more.

It definitely lived up to the hype, though. Portal 2 is amazing, funny, challenging, surprising, and every bit as brilliant as the first. Maybe it's still true that less is more, but that doesn't mean more is less.

Jarred Walton: Half-Life 2

Piggybacking off Chris here, Half-Life 2 was an incredible follow-up to one of the best (if not the best) games of the '90s. The original Half-Life surprised the hell out of me with ways it changed the first-person shooter. After playing a ton of Quake and Quake 2, story seemed to be an afterthought, but Half-Life revolutionized the genre. Okay, the Xen levels at the end almost ruined it, but I still wanted more.

And then I waited, waited, and waited some more. Daikatana proved that games too long in development could suck, and HL2 felt like it might be doomed to the same fate. But with the addition of the gravity gun and physics, plus a great setting and story that made you care about the characters, it exceeded its source material in every way. I'm still holding out hope for HL3, naturally, but those are some massive shoes to fill.

Tom Senior: Deus Ex: Human Revolution

I was dangerously excited when a new Deus Ex was announced. I was hyped to the extent that it would have really stung if a new Deus Ex fell well short of expectations. Human Revolution had a few problems, but it was exactly the atmospheric cyberpunk playground I wanted and the art direction added a new dimension to the Deus Ex universe. Due to the technological limitations of the era the old Deus Ex games struggled to show art or architecture (apart from that silly Earth-in-a-giant-claw statue at the start). Human Revolution decided that everything would be gold, and full of triangles, and its depiction of futuristic augments was gorgeous. I would quite like a pair of Jensen arms.

Human Revolution really got Deus Ex. It had hacking, vents, and intricate levels. But it also had something else, something new: retractable arm-swords. Not many people would look at the groundbreaking masterpiece of Deus Ex and think 'this needs retractable arm-swords', but Eidos Montreal had the vision to make retractable arm-swords happen. I will always respect them for that. 

Andy Kelly: Grand Theft Auto: Vice City

I remember the buzz around Vice City vividly. Every time I saw that stylish advert on TV, the one with 'I Ran' by Flock of Seagulls, I got a tingle of excitement. Magazines were full of gushing previews, treating every morsel of information like it was the biggest scoop since Watergate. And then when it came out, it was everything I dreamed it would be. A bigger, more detailed city. An incredible soundtrack. More fun and varied missions. A better story. An all-star cast. HELICOPTERS. Being able to fly around a city of that size back then was a genuine thrill.

GTA III was great, but it felt like an experiment in places; a concept for what a 3D Grand Theft Auto game could be. But Vice City was the first time Rockstar really nailed it, and laid a solid foundation for the 3D era of their world-conquering series. The '80s (or at least some exaggerated, romanticised version of it) has begun to saturate pop culture to an annoying degree lately, so I can't see Rockstar returning to that setting. It's too obvious. But I would like to see Vice City again in a different, more contemporary era, perhaps showing the bleak, faded aftermath of its hedonistic '80s heyday.

Andy Chalk: Deus Ex: Human Revolution

The first time I saw this teaser I made a noise like a ten-year-old opening the latest issue of Tiger Beat. Then I saw this teaser, and I pretty much hyperventilated and passed out. I knew in my heart that DX: Human Revolution couldn't be that good, because Deus Ex was lightning in a bottle: Ugly, clunky, with terrible voice acting and a ridiculous, incoherent story, all of which somehow got smushed together into basically the best game ever made. How do you fall down a flight of stairs and land in a bed of roses twice? 

But then Human Revolution came out, and it was that good. Not perfect, and I will never not be mad about those boss fights. But Adam Jensen is the perfect successor (predecessor, I suppose) to JC Denton, I loved the visual style (including the piss filter) and the music (because it's not Deus Ex without a great soundtrack), and the whole thing just felt right: Not as off-the-conspiracy-theory-hook as the original, but big and sprawling and unpredictable—a legitimate point of entry into that world. It took more than a decade to get from Deus Ex to Human Revolution, and it was worth the wait. 

Team Fortress 2

Which games would make great movies or TV shows? That's the question we've put to the PC Gamer staff in this week's PCG Q&A, and almost all of us preferred the idea of TV series to films (perhaps because game movies are destined to be dumpster fires forever). Let us know your suggestions in the comments, too!

Andy Kelly: a Silent Hill anthology show

The cursed town is different for every sinner who's lured to it, and I think that's a perfect setup for a series of standalone horror/mystery stories. The supernatural nature of the setting would allow the writers to come up with some really twisted, mind-bending plotlines, and the town would provide some loose structure, making all the episodes feel like part of a whole: similar to the brilliant Inside No. 9, in which every episode is set in a house or other indoor setting numbered 9.

With the success of shows like Black Mirror, Electric Dreams, Inside No. 9, and Room 104, the anthology is making a comeback, and I think I prefer them to ongoing narratives that take 80 episodes to wrap up. So I'd love to see Silent Hill, which is basically an anthology series itself, get the same treatment on TV.

Tom Senior: BioShock

The next time Netflix want to embark on an lavish showcase project like Altered Carbon, perhaps they should take a look at the underwater city of Rapture from the BioShock universe. Watching one guy sneaking around firing bees out of his arms isn't going to be good television, but a show set during the fall of Rapture—before the events of the first game—could be great. You've got warring factions, competing philosophies, demented splicers and the oppressive threat of the ocean itself wrenching districts apart. 

It could be a decent horror show, though it will be tricky to find heart and empathetic characters among Rapture's central ideologues. It's nothing a little retcon can't fix. Follow a few good souls as they fight hard to stay sane and escape as society implodes. It might be hard to find room for a second series, but hey, Bioshock 2 turned out pretty well didn't it? 

Chris Livingston: BioShock (but it's a sitcom)

I'm thinking BioShock but as a Friends-style sitcom, set in Rapture just as everything is going to hell. The gang still meets for coffee (if they can scavenge it out of garbage cans) and wrestle with personal relationships but with the backdrop of a ruined and leaking libertarian paradise filled with lunatics where superpowers can be bought from vending machines. Episodes could include "The One Where Phoebe Dates a Splicer", "The One Where Joey's Corpse Is Harvested for ADAM", "The One Where Chandler Kills His Boss With A Swarm of Bees", "The One With All The Thanksgivings", and "The One Where Ross Discovers He Has No Free Will After Caving In Andrew Ryan's Head With a Golf Club". So no one told you Rapture's gonna be this way (clap-clap-clap-clap-clap) Your home's a joke, it broke, your best friend's D.O.A....

Tim Clark: PUBG or Fortnite as reality shows

The obvious answer is a PUBG or, better still, Fortnite reality show. Just a bunch of poor bastards on an island trying to rapidly build log cabins while their neighbours fire at them with sniper rifles from the tree line. In the current climate we’re probably less than 18 months from this show being commissioned by ITV2 in the UK. “C’mon Chad, stop sobbing, the frying pan is actually a pretty sweet piece of...” *BLAM* “...looks like we lost, Chad. GG WP.” 

Jody Macgregor: Team Fortress 2

I'm saying Team Fortress 2 because what I really want to see is more of the shorts Valve have made for it. Expiration Date was 15 minutes long and that was rad, and the Team Fortress 2 comics have been hilarious as well, so I'd love to see what they do with a string of connected half-hour episodes. I only ever reinstall the game to play it when they do their 'Scream Fortress' Halloween events, but I would watch the hell out of that. 

James Davenport: Dishonored

They should make an anime out of Dragon Ball FighterZ.

But I think a Dishonored movie or HBO-quality series is a no-brainer. Frame it as a political drama and leave the assassin stuff in the margins. I'd love to see the world described in all the diaries and notes and books depicted on a massive scale. Season two or three can see the characters off to Pandyssia, the wild continent described in Sokolov's journals, in search of a lost friend or dark truth. Toss in some kissing and I think we'll have a hit on our hands. 

Andy Chalk: The Final Station

I struggled with this, because I'm not really a TV/movies guy, but I think The Final Station would make for a brilliant (if not particularly coherent) film. Action, drama, tears, Brutalism, and a weird future-train that's prone to breakdowns: What's not to love? I doubt very much that it could be pulled off in any kind of satisfying fashion, and if it was it would surely be a tremendous box office flop. But give me a cinematic experience that's equivalent to the game—the desolation, the mystery, the loneliness of survival in the midst of pure existential horror—and you'll get my money in exchange. 

Samuel Roberts: KOTOR

Since they insist on making Star Wars films until I die, why not adapt a decent Star Wars story that already exists? KOTOR is set so long before the Bad Trilogy that you could adapt BioWare's RPG without contradicting anything. You've got a great ensemble, a killer twist and an interesting backdrop. It sounds better to me than this Han Solo movie, anyway. Plus you can make a killer sequel, too. 

Half-Life 2

Gabe Newell gives a presentation at Valve about upcoming card game Artifact.

At a presentation for upcoming Dota 2-themed card game Artifact at Valve's offices in Bellevue, Washington today, Gabe Newell reiterated that Valve is getting back into developing new games beyond its current roster of multiplayer titles. After talking about Valve's focus on Steam and hardware during the past several years, which he described as "an investment in the future", Newell said "Artifact is the first of several games that are going to be coming from us. So that's sort of good news. Hooray! Valve's going to start shipping games again."

That's games, plural: Artifact isn't the only game Valve is working on. In a January 2017 Reddit AMA, Newell did confirm that Valve was working on at least one fully-fledged singleplayer game. And the following month, in roundtable interviews with PC Gamer, Newell said that Valve was working on "three big VR games." Today's statement doesn't make it 100 percent clear whether Valve has projects in development beyond these previously mentioned games, but it is a possibility. "We aren't going to be talking about it today," Newell said, "but sort of the big thing, the new arrow we have in our quiver, really, is our ability to develop hardware and software simultaneously."

Newell gave some background on Valve's projects from the last few years, like SteamVR and the Vive headset, explaining that the company was worried about the PC heading in the direction of an iPhone-esque closed ecosystem. "You can see that Microsoft was like, wow, how can we make Windows more like that? Or Zuckerberg is saying, 'well I tried to compete in the phones, I got my ass kicked, so I'm going to create this new thing, VR, which will allow me to recreate the kind of closed, high margin ecosystem that Apple's done.' And that really started to worry us, because we thought that the strength of the PC is about its openness … So we started to make some investments to offset that."

"We've always been a little bit jealous of companies like Nintendo."

Gabe Newell

Those investments, Newell said, meant they hadn't released a new game since Dota 2—but that work wasn't wasted time. "The positive thing about the Vive is, in addition to making sure that nobody created an iOS closed platform for it, was also that it gave us the opportunity to develop our in-house expertise in hardware design. Five years ago, we didn't have electrical engineers and people who know how to do robots. Now there's pretty much no project in the hardware space that we wouldn't be comfortable taking on. We can design chips if we need to, we can do industrial design, and so on. So that added to that."

With Valve's new hardware chops, it seems like we can expect more than new games from the company. "We've always been a little bit jealous of companies like Nintendo," Newell said. "When Miyamoto is sitting down and thinking about the next version of Zelda or Mario, he's thinking what is the controller going to look like, what sort of graphics and other capabilities. He can introduce new capabilities like motion input because he controls both of those things. And he can make the hardware look as good as possible because he's designing the software at the same time that's really going to take advantage of it. So that is something we've been jealous of, and that's something that you'll see us taking advantage of subsequently."

Team Fortress 2

It's the weekend, which means it's time for the PCG Q&A.  We ask a question to our PC Gamer writers, then you answer the same question in the comments below. This week brings out the worst in us all: What's the meanest thing you've done in a game? 

Wes Fenlon: Knights of the Old Republic 

Knights of the Old Republic 2 took a nuanced look at the differences between the light and dark sides of the Force, challenging what you think of as good and bad and the justifications for your actions. It was thoughtful enough to make me strive to be better, to do what I thought was the right thing, even when that thing had complicated repercussions. But the original KotOR wasn't that thoughtful, and its more traditional light vs. dark breakdown made the dark side way more fun

The powers! The powers were so much better. And the rewards were, too! Why do a fetch quest for some dumb alien for 100 credits, when I could then bully him into giving me 200? Why would I listen to Carth Onasi blather on when I can make him miserable, crushing his moral righteousness with every decision? Why let Bastila be Malak's servant when she could be my own?

I think I made the meanest possible decision at every point in Knights of the Old Republic, and was rewarded each time with a more entertaining story and cooler abilities. Honestly, though, making Carth miserable was reward enough in itself.

Chris Livingston: Team Fortress 2 

Way back in 2008, Team Fortress 2 released it's second major update, centered around the Pyro. One of the new weapons was the Axtinguisher, an axe that would result in a critical hit to an enemy on fire. At the time, to unlock the new weapons, you needed a bunch of achievements first. So, I went to an achievement server and started grinding.

Some of the achievements required teamwork, such as delivering a certain amount of damage while being healed by a medic. At some point during my grind, another player appeared and offered to help me out. For hours this extremely nice guy helped me grind out all the Pyro achievements I needed to unlock all the Pyro's new goodies. Finally, my eyes bleary, my wrist cramping, I ticked over into completion and had my new Axtinguisher.

'Now help me?' the player asked in chat, wanting to farm his set of achievements. I glanced at the clock. It was about 3 am. I had to leave for work in three hours. There was absolutely no chance of me helping this incredibly generous person who had devoted his entire night to being my assistant. I know, it's a terrible thing to just quit without a word and leave him stranded. But even more terrible is what I actually did. I wanted to test my new Axtinguisher, so I set him on fire, hit him with the axe, killed him with a crit, and then I quit without a word. Damn me. Damn me to hell.

Tyler Wilde: Rocket League

When playing Rocket League it is generally considered unkind to, while winning 8-0, score a ninth goal at the buzzer for no reason other than to watch your own replay, which as the timer hit zero will conclude with the match immediately ending. It's not the meanest thing in the world, but obviously unsportsmanlike, and I always feel bad about it, even when I do it on accident, and especially when I do it on purpose, which I only do because it's so hard to resist an open net. If that isn't mean enough for you, here's a college football game that ended 222-0, which is pretty mean.  

Steven Messner: Runescape

Back in the early days of Runescape, long before its multiple overhauls, scamming was a pretty common and easy to pull off activity. There wasn't much moderation back then, so it was largely the player's responsibility to make sure that any trade deals wouldn't go awry. It was a lesson I learned the hard way after having a full set of adamantium armor—the second best at that time—stolen from me. The scammer used a well-known exploit to swap items in the trade window at the last second before both players accepted the deal, so thinking that I was getting an amazing deal for selling my armor, I instead got some useless bones. I was furious and looking for payback.

A few minutes later, walking along the road penniless and armorless, I spied another relatively new player wearing a set of steel armor. It was hardly expensive and I could've had my own set in just a few hours of grinding, but for a new player steel armor was a big deal. I wanted revenge, and this poor sap was going to be my victim. I walked up to him and asked about his armor and began telling him that it was possible for me to 'trim' his armor. At the time, the developers Jagex had recently rolled out variants on a few armor sets that had a cosmetic lining around their edges that looked pretty cool, so most players were after it. I told this poor sap that if he gave me his armor, I would return shortly with it trimmed. 

Of course, that was a total lie, it was impossible to modify already existing armor like that. Still, he handed it over and I walked off with my new set of steel armor. I didn't even wait until I was out of eyesight to put it on. About an hour later, I started getting messages from the poor guy eagerly asking if I had trimmed his armor and when he could expect it back. I didn't have the heart to tell him, so I just ignored him. Every day for about a week he messaged me, and every time I wouldn't reply. It was a heartless thing to do—especially because the armor was barely worth anything to me. I had replaced it for something better within the day. I'm a monster.

James Davenport: Kingdom Come Deliverance

I know I've done worse. I've selectively blocked these memories to maintain a healthy self-image, but yesterday's incident is too fresh to forget, I'm afraid. I'm no real monster like Steve or Chris, but last night during a session of Kingdom Come, I went through the woods just to see what I'd find. What I found was a hunter, someone I suspected of poaching due to how rude he was when I arrived. I walked up to say hello but he told me to get lost right away. I stuck around because fuck that guy. He brought out his fists, I brought out my sword, he brought out his sword, and I stabbed him enough times to send him running off through the forest. I could've let him go, but I didn't. I chased him for a few minutes, set on murdering the poor man. 20 hours in my Henry was a fairly virtuous kid, kind to strangers and non-violent whenever possible. But here I was running down someone because they were rude to me. Clearly I was imprinting a personal, petty desperation for revenge onto this Good Virtual Boy, and he would be my unwilling puppet until the deed was done. It took a few arrows to the back to slow the guy down, each smacking into his back with a dull thud. The final arrow dropped him to his knees with a groan. His body went slack and the woods were silent again. I didn't feel any better, but I made a decent amount of coin off flipping his clothes and weapons.

Counter-Strike

Update:  Following his arrest for sexual exploitation of a child, detailed in our original story below, Counter-Strike co-creator Jess Cliffe has been formally charged with the crime of commercial sexual abuse of a minor.

As reported by Ars Technica, Seattle's King County Prosecutor's Office issued the charge on Monday and released this statement of probable cause. Within, Cliffe is alleged to have engaged in multiple instances of sexual contact with a minor, who he is said to have met through a website and paid for sex. Cliffe is also alleged to have recorded one of these instances against the unidentified "juvenile" (aged 16-years-old at the time of the alleged incidents) alleged victim's will. 

Police are said to have served warrants to AT&T, Verizon, and SeekingArrangement.com who revealed messages sent between the alleged victim and the accused. As detailed in the above-linked statement, police attended Cliffe's home on January 31 to inform him he was "named in an assault investigation". 

Cliffe thereafter met with investigators, and confirmed his use of multiple dating websites, some of which led to paid "arrangements". He denied recognising photos of the alleged victim. He was then shown message logs, and said he "was unable to recall or connect the communications or any other recollections to photographs" of the alleged victim. Cliffe later corroborated details of one of the paid dates, and provided a physical description of the alleged victim as "Caucasian" and "appearing to be 23-years-old". 

At the time of writing, Valve has not responded to our request for comment.

Original story: 

Counter-Strike co-creator Jess Cliffe has been arrested in Seattle for sexual exploitation of a child, reports suggest. Valve Corporation, his employer, has suspended his employment until further notice.

As reported by Kiro 7—a local Seattle news outlet—Cliffe was taken into custody in the early hours of Thursday morning, and was not charged with a crime. Kiro 7 suggests Cliffe will attend a bail hearing on Friday afternoon, though Kotaku reports that he was denied bail. 

Police did not say if an actual child was harmed, writes Kiro 7, while Valve told Kotaku Cliffe has been suspended while it awaits more information.  

A Valve spokesperson told Kotaku: "We are still learning details of what actually happened. Reports suggest he has been arrested for a felony offense. As such we have suspended his employment until we know more." 

Cliffe co-created Counter-Strike as a Half-Life mod alongside Minh "Gooseman" Le in 1999. Valve thereafter bought the rights to the FPS, which has since become one of the most popular multiplayer shooters of all time.

Team Fortress 2

Well, you can add Team Fortress 2 to the growing list of entries into the Steamed Hams meme. A mapper called Whomobile has created a Steamed Hams map for TF2, in which players collect steamed hams and deliver them to Skinner's house, which intermittently catches fire. Players, upon dying, drop steamed hams. (That's what Skinner calls hamburgers. It's an Albany expression.)

If you're not familiar with the Steamed Hams meme, it stems from an episode of The Simpsons called "22 Short Films About Springfield," in which Principal Skinner invites Superintendent Chalmers over for dinner, accidentally burns his roast, and attempts to cover it up by passing off Krusty Burgers as his own cooking. The skit culminates with Skinner's house burning down with his mother trapped inside while he pretends the flames are the Aurora Borealis, in an attempt to avoid embarrassment in front of his boss. The episode has been the source of a number of video remixes posted to YouTube, including a surprisingly good "Steamed Hams but it's Metal Gear Solid."

The features list for the map, at least, is breathtakingly honest:

  • Not Very Well Balanced!
  • Gigantic Sightlines!
  • Based off a meme that will die off in a month!

I didn't see anyone actually playing the map on any community servers, but I ran around it solo for a few minutes. There's an approximation of the Krusty Burger across the street from Skinner's house, and there's huge stack of newspapers in Skinner's garage area, presumably a nod to the episode where he got pinned underneath them and was presumed murdered.

Also, I sincerely doubt the meme will die off in a month, or ever. Memes are eternal. Plus, "Steamed Fortress 2" has a nice ring to it.

Counter-Strike

Photo by Jo o Ferreira, click for source.

For as long as CS:GO has existed as an esport, North American teams have played the role of the underdogs, perpetually overshadowed by European—and recently, Brazilian—squads who always end up taking home the hardware at the big tournaments. Since the advent of the Valve-supported Major tournaments in 2013, no North American team has ever won one; today, at the penultimate day of ELEAGUE Boston Major 2018, the Americans of Cloud9 have brought themselves tantalizingly close to ending that drought.

After a rocky start in the group stages, Cloud9 fought their way back into contention with a convincing 2-0 win over the French squad of G2 Esports. The vagaries of the tournament bracket meant that this victory set them on a collision course with CS:GO’s current team to beat, the top-ranked Brazilians of SK Gaming. Riding a wave of momentum, and with the hometown crowd cheering their countrymen on, Cloud9 nonetheless entered their semi-final match as the heavy underdog.

As soon as the first map got underway, it was clear that it was time to throw rational predictions out the window. A series of incredibly well-executed rounds and some huge individual plays led Cloud9 to a crushing 16-3 victory to start things off, shocking the analyst desk and driving the crown into a frenzy. Despite the second map not going quite as well, resulting in a 16-8 victory for SK Gaming, Cloud9’s momentum appeared unbreakable, and they rallied to win 16-9 on the third map to clinch their berth in the tournament’s grand finals.

This outcome marks only the second time a North American team has managed to make it into the finals of a Major, after Team Liquid reached (and subsequently lost) the finals of ESL One Cologne back in 2016. If they pull off a win tomorrow against the formidable opposition of FaZe Clan, they will make CS:GO history, and perhaps begin to turn the reputation of American Counter-Strike around.

They’ll also have faced one of the toughest roads to victory of any Major-winning team in recent memory, due to their lacklustre performance in the group stages putting them in a very tough bracket position. Making their way through G2 Esports, SK Gaming and FaZe Clan, the fourth, first, and second best CS:GO teams in the world respectively, is a feat that will finally put to bed any question about Cloud9’s legitimacy as a top-tier team on the world stage.You can catch the grand finals at 11:00am PST on Sunday morning on ELEAGUE’s Twitch channel.

Left 4 Dead 2

While the speedruns performed live on stream at Games Done Quick events aren't necessarily the fastest runs in their categories (though world records have been broken), they're often some of the most entertaining. The live audience ups the pressure, and the commentary from the streamers as they explain their ridiculous glitches is always fascinating.

Last week, the latest Awesome Games Done Quick marathon raised over two million dollars for The Prevent Cancer Foundation and gave us many more frame-perfect feats to be awed by. Below are some of our favorite runs from AGDQ 2018 (specifically of games that are on PC, naturally), and we'll have more about the event and its future soon.

Note that you may have to skip ahead a ways in these videos if they don't auto-jump to the beginning of the run. You can see all the runs on AGDQ's YouTube channel.

Resident Evil 7 (1:49:27) 

By Carcinogen

Probably the most widely celebrated speedrun of AGDQ, it's no surprise that we'd want to highlight this incredible Resident Evil 7 run first. It's a perfect entry point into what makes AGDQ special: a talented runner, an informative and funny couch of commentators, and a challenging game that's tense to watch. Carcinogen's run is full of moments where things go wrong and he manages to just barely survive, but it's his charisma that really makes it all fun—like when he takes the piss out of a jumpscare by adding in a scare of his own. —Steven Messner

Wonder Boy: The Dragon's Trap (27:49) 

By tinahacks

Lizardcube's gorgeous remake of Wonder Boy 3 is mostly faithful to the original, and has a retro mode you can activate at any time to see the original graphics. During tinahacks' skilful run she uses that to skip boss intros, and one of the Lizardcube team, who is there on the couch, is just a little bit crushed by it. Having someone who worked on the game there to contribute insights adds a lot to what would already be an impressive speedrun (I played a lot of Wonder Boy 3 on my neighbor's Sega Master System, and I never came close to being as good as tinahacks). Lizardcube are actively involved with the speedrun community, and even decided to leave a few of the more interesting glitches in their remake so runners could exploit them, as you'll see here. —Jody Macgregor

Skyrim (50:26) 

By Wall of Spain

I enjoyed seeing high-skill speedruns like Claris's run of Sonic Mania, but I also like the goofy stuff and Wall of Spain's glitchy tumble from one end of Skyrim to the other was as goofy as they get. He stops to get married (or at least tries to), screws up one of the only fights necessary to finish the main storyline, and makes extreme use of the strange fact that in Skyrim your character's velocity remains constant when you load a different save. You can complain about Bethesda's open-world games being buggy, but without those bugs glorious messes like this wouldn't be possible and speedruns wouldn't be half as fun to watch. —Jody Macgregor

Half-Life: Opposing Force (26:14) 

By alexh0we

It starts slow, but stick with this run to the second chapter where alexh0we starts murdering hapless NPCs to steal their guns, strafe and machinegun boosting, and sticking some brutal jumps. Most interesting from a technical perspective are the framerate tricks—drop it low enough, for instance, and you can walk through lasers because in no frame will they connect with you. Alexh0we's stream of informative commentary keeps this run entertaining even during the slow parts.  —Tyler Wilde

Arabian Nights (47:17) 

By Kotti

The Awful Games block of ADGQ is a gauntlet of nightmarishly terrible games, but none are as baffling or as hilarious as Arabian Nights, an extremely obscure 2001 platformer that tried to cash in on Prince of Persia’s popularity. From start to finish, the run is a confusing mess of inexplicable glitches and terrible game design underscored by Arabian Night’s eye-rolling portrayal of Middle-Eastern culture and Conan the Barbarian-style objectification of women. You have to see it to believe it. Speedrunner Kotti has to endure multiple crashes just to beat the damn thing, but it’s all worth it for the couch commentary and laughably bad cutscenes. —Steven Messner

Left 4 Dead 2 (55:15) 

By mr.deagle, The Master, burhác, and MrFailzzz 

This is a special run in a few ways. Firstly, it's co-op, which you don't see in a lot of speedruns, and secondly, Left 4 Dead 2 isn't going to throw out weapons and zombies in the same way each time, which sets it apart from games that can be perfectly memorized. Yet the zombies are mere pests to these players, who are wholly focused on performing impressively huge skips (which involve a grenade launcher) and bunny hops. Though I could never play as well as this squad does in Left 4 Dead 2, runs like this can reveal how much challenge comes from us buying into a game's premise rather than the game itself. Play Left 4 Dead 2 like a race to master, and the undead are just speedbumps. —Tyler Wilde

Hollow Knight (38:28)

By Mickely3

It's slightly sad to see one of our favorite games of 2017 demolished in under 40 minutes, but Mickely3's run contains some impressive glitching—did you know you can just float around all the time and Hollow Knight is totally fine with that?—as well as just some old fashioned good platforming.  —Tyler Wilde

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