Counter-Strike 2

The long story of Counter-Strike is a series of minor but meaningful changes. Track the last few years of patches, and between hundreds of weapon skins, you see subtle but serious modifications to map layouts, recoil behavior, and anti-cheat. If you time-traveled a CS player from 1999 two decades into the future to play CS:GO today, they'd find it familiar enough: the AK-47 is still the workhorse of the T-side arsenal, the Nordic countries are still better at the game than everyone else, and de_nuke is still in the active map pool. 

If things continue along their current trajectory, however, that last staple of Counter-Strike’s identity may be the next casualty of its ongoing evolution.

Of the seven maps in the current “active duty” map pool—that is, the maps available for players to choose from at big tournaments—Nuke is by far the least popular. So far in 2018, 214 matches of CS:GO have been played at high-level tournaments, and of all those matches, only nine have been played on Nuke. The next-least-played map sees over double the usage, with 20 appearances in high-level games over the same time period.

These numbers didn’t used to be quite so grim. The map saw more play back in 2014, when 15 of the 111 games played at major tournaments were played on Nuke, placing it firmly in the middle of the pack compared to the other active duty maps. Since then, its popularity has waned sharply, despite a graphical overhaul and substantial redesign in early 2016.

What happened to Nuke?

Radioactive

When I pose that question some of the game’s top-tier professionals, I learn that there’s not much of a consensus on why the map has fallen out of favour. Opinions range from believing that it’s a great map and that people just aren’t bothering to learn the unique tactics required to be successful on it, to believing it’s a fundamentally flawed map that can’t be fixed without completely reinventing it.

French pro Nathan "NBK-" Schmitt, currently of G2 Esports, finds himself close to the first position. “In general I think Nuke is a very underrated map,” he says. “I think it’s a very interesting map [due to] its layout, and that it's very different and unique compared to other maps.”

Questioned further, NBK- offered a hypothesis. “The main thing, I think, is that teams are either very good at it, or average-to-bad on it,” he explains. “So those teams that are average or bad on it are going to be 70-80% of the teams … and the teams that can play very well on it will get the map banned because it’s gonna be a 100% win against teams that are a bit lower.”

There are serious issues besetting Nuke from all sides.

In other words, it boils down to how large the skill disparity is between the teams that actively practice Nuke, and those that don’t bother to focus on the map because it doesn’t see much play at major tournaments. The nature of the CS:GO tournament format is that each team gets to ban at least one map from being played during any given match, so for the teams that don’t practice Nuke, it’s a no-brainer to ban it when playing against a team that’s known for their Nuke play.

Nuke's uniqueness exacerbates this problem, too. The more ways in which the map differs from the rest of the active pool, the more bespoke strategies and map-specific knowledge are required to do well on it, and the more time a team would need to dedicate to practicing it if they wanted to catch up to the teams who already know what they’re doing on it. Nuke, with it’s unconventional bombsite placement and total lack of a traditional mid configuration, finds itself on the extreme end of the spectrum as far as divergence from the status quo.

The end result is that no one ever gets to play it except in the event that two of the few teams who do bother to practice Nuke happen to run into each other in a tournament bracket. Of course, this means that the map is stuck in a bit of a negative feedback loop. Because no one plays it, teams aren’t incentivized to practice on it, and because no one practices on it, no one wants to play on it when it comes time to pick maps during major tournament matches.

Vent

There are also criticisms to be made about the design of the map itself, from those with a less enthusiastic view than that of NBK-. Jimmy "Jumpy" Berndtsson, the current coach of Fnatic, finds himself in this camp.

“When they made a change, when they added the outer catwalk and everything,” Jumpy says in reference to the changes made in the early 2016 update, “I felt it was a bit messy in a way, because as CT you can hide in so many spots, and as T you can [attack] in so many spots.” This abundance of choices, he says, led to a higher degree of randomness in high-level play, because it became harder for players to know where they should be looking.

He’s more enthusiastic about the latest version of the map that was released in February, saying “With the new changes now, I really like the update … I think it’s more balanced in a way, you can push yard now and the CT can’t hide everywhere, and Ts can’t exploit going outer catwalk really fast.” It’s unclear whether these tweaks will be enough to break the aforementioned feedback loop.

There s room for more communication between Valve and the pro scene.

Another issue raised—one that will be far more difficult to fix with minor balance updates—relates to the overall layout of the map. On a normal Counter-Strike map, the two bomb sites that the T side must attempt to reach are generally on opposite sides of the map from each other, with enough distance between them that it will take a player a bit of time to run from one to the other. Nuke, however, is unique in the regard; its bombsites are stacked one on top of each other, occupying more or less the same footprint, but on two different storeys of the same buildings.

“Because of the levels, you can go down under and you hear them from up top, sometimes you’re just really confused, like ‘Am I hearing him down under, or is he above me, or is he to the right or the left?’ I think that’s the most confusing part,” says Lukas "gla1ve" Rossander, current captain of Astralis.

There are serious issues besetting Nuke from all sides. Some have to do with the nature of the map itself, and some to do with the nature of competitive Counter-Strike and how the map pools and tournament formats work. None seem to have an easy solution.

Fission

The good news is, in contrast to the widely varying views from the pro scene on what’s wrong with Nuke, their answer of what to do about it is surprisingly unified.

“I guess three or four times a year we should just sit down with Valve and talk about what we could do better at the different maps, and especially Nuke, because there’s a lot of people not liking to play that map,” says gla1ve.“If they’re planning on introducing a new map, [I’d like it if they] released it a bit before the major, let people try it out, then just have a meeting with all the final teams at the major and talk about the new map and what their plans for it are,” Jumpy echoes. “I know they approach some people, but they don’t have like a big meeting, just to talk through, to let teams open their opinions. I think they can learn a lot from the players, and I think the players can learn a lot from the developers.”

Even NBK-, who has few grievances with the current design of Nuke, feels like there’s room for more communication between Valve and the pro scene. “I think [it’s] important for the players to talk with Valve and tell them what is not possible on a map,” he says. “For instance if they take something out of a map, or they add something, or they change something, if most of the pro players see it as a problem, I think that should be where Valve decides to change things and listen to the players.”

The consensus is clear: Valve still needs to do more to gather feedback from the highest-level players of their game, and use that feedback to make improvements that will increase the calibre of play at the top level. Whether that will be enough to save Nuke remains to be seen, but the pro scene believes that it will be a net good for Counter-Strike in general, and has at least some chance of being able to revitalize one of the game’s most iconic locales.

Counter-Strike 2

Bully Hunters was unveiled last week as a program aimed at combating the harassment and abuse of women in online games, a worthwhile idea that raised eyebrows with its methods. It was billed as a "vigilante in-game hit squad" made up of elite women gamers who would "beat bullies at their own game." Basically, players encountering abuse in CS:GO were encouraged to contact the Bully Hunters, who would then send one of their players to "infiltrate" the game and deliver righteous justice through a righteous ass-kicking.   

Noble goal, dubious process, and unsurprisingly it all went about as wrong as it possibly could have. Following allegations of toxic behavior by Bully Hunters members themselves and the resurfacing of tweets by representative streamer Natalie "ZombiUnicorn" Casanova containing homophobic and abusive language, sponsors and supporters quickly pulled out, the Bully Hunters website and social media pages went dark, and today the company behind it pulled the plug on the whole thing. 

"BullyHunters pitched us with a simple idea - let’s work together to fight online harassment. And because we believe that’s a noble cause, we supported it," Steelseries said in a statement announcing the end of its partnership with the group the day after it debuted. "It’s now clear that we didn’t do a good job in understanding exactly what we were supporting. And we’re sorry for that." 

Vertagear issued a similar statement, also on April 14, saying that anti-cyberbullying efforts are a worthy cause, and that it had hoped to draw attention to the problem and encourage the growth of a less toxic gaming environment for everyone.   

"However, the information that we received before the start of the campaign not only contradicted the execution of it, but we discovered after the fact that it was sorely lacking," Vertagear wrote. "Our biggest mistake was not thoroughly vetting the details of the campaign to ensure that the execution would be up to the proper standards expected, and we apologize for that and the horrendous results of this event." 

The Diverse Gaming Coalition weighed in as well, citing Casanova's Twitter history as specifically problematic. She has previously used what could charitably be called "combative" language in tweets, and a clip of her using a homophobic slur during a livestream was also shared to Twitter.     

"Various tweets show wrongdoing by host, Zombi Unicorn, which are actions that Diverse Gaming Coalition does not condone, although she was not solely to blame for the Bully Hunters initiative as a whole," The Diverse Gaming Coalition wrote. And while it was under the impression that the Bully Hunters would continue, it "does not align with our mission and vision statement as a non-profit. Because of this, we are deciding as of now, we are dropping as a partner from the Bully Hunters initiative." 

Casanova addressed her use of toxic language in a statement in which she said that, "due to the overwhelming amount of harassment, toxicity, hate & threats," she would be stepping away from the project.   

She also suggested that she too was misled by the campaign, specifically with regard to the statistics about abuse that it quoted. "Projections based on market size estimate of 32.7 million female console gamers in the US by YouGov, and 9.6 percent reported that they quit playing a certain game permanently because of harassment as reported by International Business Times," she wrote.

"Those statistics were extrapolated by Bully Hunters to express a point that sexual harassment has negatively effected more women this way. I used those stats from their posts and was told the sources would be listed on the site. I also didn't feel qualified enough to discuss them in depth, so I noted to watch the event to hear the licensed psychologist and guests discuss it better."

The cumulative effect of the damage was simply too much to overcome, and marketing agency FCB Chicago, which launched the program, told Polygon that it is over. 

"As this effort did not live up to our high standards, we decided to end this program, but hope the conversation it has raised around ending harassment in gaming continues," global chief communications officer Brandon Cooke said. He added that other involved organizations provided no financial support or sponsorship.

"In most cases they were just supporting the cause. SteelSeries helped connect us with a few gamers and provided some headsets for the live event. That’s all," he said. "One [host was paid], but the other was not."

Despite the outcome and the deluge of personal harassment she's experienced as a result, Casanova defended the goals of the project, if not the way it went about achieving them. "Love it or hate it, it did its job," she said. "It’s brought a lot of attention to this. It’s opened up the discussion to more people. Yeah, it’s brought a lot of trolls, but it’s opened the discussion."

Counter-Strike 2

The Time's Up movement that caught fire in the wake of #MeToo and allegations of sexual misconduct against notorious Hollywood scumbag Harvey Weinstein has now made its way to videogames, in a distinctly gamer-esque fashion. Beginning on April 12, a self-styled A-Team of "elite female gamers" calling themselves the Bully Hunters will offer their services to victims of harassment and bullying in CS:GO by infiltrating games and beating down offenders "through the sheer force of their unmatched skill." 

"The time for harassment in CS:GO is finally up," the group said in an announcement. "A collective of gamers, brands and organizations have teamed up to create a first-of-its-kind global tool that connects victims of in-game harassment with gamers who want to help, called the Bully Hunters. The Bully Hunters are a vigilante hit squad of elite female gamers who have banded together to end sexual harassment and abuse in the popular game CS:GO."

The campaign is backed by some high-profile supporters, including Twitch streamer ZombiUnicorn, a spokesperson for the campaign, as well as SteelSeries, Vertagear, CyberPowerPC, the Diverse Gaming Coalition, and the National Organization for Women. The members themselves have chosen to remain anonymous, however, in order to avoid the ironic but entirely-too-predictable likelihood of harassment and abuse, although a rep said—optimistically, I think—that team members will do their best to keep the heat on the field. 

"The Bully Hunters are prepared for the possibility of retaliation and are putting measures in place to combat that. They will not purposely incite or encourage additional harassment or abuse, and will only engage with harassers through gameplay, eliminating them from the game using their skills and talent," a rep explained. "Additionally, there will be a ratings system within the global tool which will allow both hunters and victims to rate their experiences, therefore reducing the chances of trolls infiltrating the system." 

Dunking on online jerks is great, but the real point of the exercise is drawing attention to the problem of sexism and abuse online. The Bully Hunters claim that more than 21 million female gamers have reported in-game sexual harassment, "including extreme threats of sexual violence and death," and while that number is an estimate, the prevalence of abuse obviously is not. Yet all too often it's brushed off as mere trash-talk: Inevitable, but harmless.   

"[The Bully Hunters] hope that through more conversation, fewer online gamers will tolerate this behavior and work to put an end to it. They are also calling on software companies to take action to no longer tolerate sexual harassment and discrimination in their games," the rep said. 

The Bully Hunters is meant to be a "long-term initiative," and they're looking to expand their presence beyond CS:GO, although which games they may move into next is still being decided. Naturally, they're also looking to grow their numbers. Signups will be taken at the Bully Hunters website, but they were clear that they won't take just anyone. 

"To become a Bully Hunter, a gamer’s statistics will be evaluated to ensure they can compete at a high level to eliminate harassers," the rep said, without delving into exactly what "statistics" will be examined, or how. "Additionally, their history of play will be reviewed to ensure they haven’t been reported for any type of in-game harassment with other players." 

The goal of the campaign is laudable, but since abusive behavior is Bully Hunters' Bat-signal, you can see the group itself being a magnet for abusers—especially since at least some of the action will be livestreamed to the world on Twitch. But maybe that's part of the point—to draw negative attention away from average gamers and let them know they're supported.

Counter-Strike 2

An update to Counter-Strike: Global Offensive that makes a significant change to trading dropped last week in an attempt to minimise scams and fraud. Since then, a petition demanding a reversal of the changes has amassed over 100,000 signatures. 

While trading is used by all kinds of players, whether for profit or because they just really want a pretty gun, outside of the CS:GO community we typically hear about the worst elements, like automated Steam accounts or influential YouTubers endorsing gambling sites without disclosing their involvement.

“Steam trading was created to allow customers to easily exchange items with each other, and each day we see thousands of customers using Steam Trading in this way,” reads Valve’s blog post on the change. “Recently we’ve been looking into ways to reduce some negative unintended uses of trading in CS:GO (such as fraud and scams), with the goal of preserving trade between players.”

The change comes in the form of a seven-day cooldown. Trading on the Steam Community Market already comes with this cooldown, but now it will affect trades between individuals as well. Valve thinks that this will mainly prove to be an obstacle for these automated Steam accounts that mimic players, as “a given item moves between actual players no more than once a week in the vast majority of cases.”

Judging by the reaction to the update, quite a few players disagree. 

“Our whole community would like the trading rules to be completely reverted to what it was before the most previous CS:GO update on the CS:GO blog,” writes the individual who set up the petition. While one random player can’t claim to represent a whole community, the petition is still sitting at 115,376 at the time of writing. The update, according to the petition, “destroys trading interactions”. 

The tweaks to trading are still subject to change, however. “[W]e realize today’s change may also be disruptive to some players,” writes Valve. “We’ll continue to evaluate trading policies as time goes on.”

Counter-Strike 2

Valve tinkered with Counter Strike: Global Offensive's trading rules this week, and sections of the community are ticked off about it. Under the new rules, added in an update, any items you receive through trading will have a seven-day trading cool down, which stops you moving them on to another user quickly. 

The aim is to stop automated Steam accounts from trading items very frequently through third-party services, Valve said in a blog post. "Unfortunately, some of these third-party services have become a vector for fraud or scams. Unlike players, these services rely on the ability to trade each item very frequently. In contrast, a given item moves between actual players no more than once a week in the vast majority of cases," it said.

It acknowledged that the change would be "disruptive to some players", and the response of the community suggests it was right. A petition that says the rule change "destroys trading interactions as a whole", and that it should be scrapped, has amassed more than 90,000 signatures. The change has serious implications for CS:GO skin gambling, as well as for players that just want to do a lot of trading.

Prominent traders and pro players have also spoke out against the update, including Astralis AWPer Nicolai “dev1ce” Reedtz. He said on Twitter that the update would do nothing to stop scamming. "The only winner of this update is Valve and the money the market will generate from this."

What do you think of the change?

Counter-Strike 2

Look familiar?

Far Cry Arcade's map-making tools have already been put to good use. Mythic Counter-Strike map de_dust2 now exists in Far Cry Arcade's competitive multiplayer map pool, an impressive recreation by user Izoolee. Have a look for yourself in the video below, in which YouTuber Widdz plays a match on the custom map. You can see him look for the usual sightlines and, impressively, most of them are there. 

While you can't play the usual bomb-defusing objective mode, team deathmatch with Far Cry's showy arsenal turns de_dust2 into a much more lighthearted romp. Still, scream 'Rush B!' to your heart's content. Dust 2 just isn't the same without it.

If you're away from your PC and want to try the map for yourself later, you can save it to play for later from any web browser. Just head to the de_dust2 level page, log in, and hit the' Favorite' icon. 

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.

Counter-Strike 2

OMEN by HP and FACEIT have announced the OMEN UK Open—a new Counter-Strike: Global Offensive tournament set to run from next month through November, 2018. The UK-exclusive contest promises a total prize pool of $30,000, with $12,500 of that in cash and $17,500 of OMEN by HP hardware. 

Qualifiers kick off on April 15 and are open to teams and solo players alike. The opening stage is split into eight preliminary rounds, followed by a two-month league, and wrapped up by open finals on November 17 and 18. The tourney in its entirety will be broadcast on the OMEN by HP Europe Twitch channel.

Further to the competition itself, OMEN by HP will also run the OMEN UK Open Community Caster Challenge—an initiative that gives talented commentators the chance to win $2,500 worth of OMEN by HP products, and the potential opportunity to cast the OMEN UK Open Final.  

"With the launch of the OMEN UK Open, HP is celebrating the competitive spirit that drives grassroot gamers across Britain," says George Brasher, UK and Ireland MD at HP, in a statement. "We know that enthusiast gamers need the best equipment and competitions to reach their goals and showcase their talent. The OMEN UK Open is a unique opportunity for HP to provide this platform and support the expansive UK CS:GO community—a passionate group of gaming fans at the very heart of esports."

The Omen UK Open qualifiers begin on April 15, and the tournament will conclude with Finals on November 17 and 18, 2018. More information on all of the above can be found here, while those interested in Community Caster Challenge sign ups should head in this direction.

Counter-Strike 2

If you're ever having a hard time retaking B on Inferno, just build a better sightline. Created by Kinsi55, creator of CS:GO battle royale mod Go 4 The Kill, this mod demonstrates what CS:GO would play like if you could build ramps and platforms as readily as you can in Fortnite Battle Royale. 

The result is both cathartic and extremely stupid, a strange shooter hybrid baby that combines one of the most hardcore point-and-click skill tests with the goofiest and most accessible battle royale game out there. Kinsi55 doesn't plan on a public release though; they say CS:GO's skyboxes are so small and buggy that most people would just get stuck, but I'll hold out hope yet. Gun game with fort-building sounds like a dream to me. 

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."

...

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