Half-Life


 
Gordon Freeman will be a playable character in the PC version of Renegade Ops. The top down blaster will let us play as the Half Life hero and drive around in the Half Life 2 buggy, firing off rockets, taking out tanks with mounted machine guns and unleashing swarms of Antlions to quickly wipe out dozens of enemies at a time.

Renegade Ops is the latest from Just Cause and Just Cause 2 developers, Avalanche studios. A far cry from the sprawling, open world action of their previous titles, Renegade Ops will be a more traditional co-op shooter, with a very, very strange Gordon Freeman shaped twist.

“Working with Steam and the Half-Life team makes this game extra special.” said Sega's director of digital, John Clark. “Gordon Freeman is a deeply-established character in the gaming world and we are proud to have him included in Renegade Ops.”

Renegade Ops is out on Steam on October 14, and will cost $15.00 / £9.99 / €12.99 / AUD$ 20.00. Catch the first screenshot of Gordon in his buggy below, with more to follow on the site shortly. The One Free Man is back!

Half-Life 2



In the fast-paced world of PC gaming, Half-Life 2 may be considered 'getting on a bit', but its fan base still stands strong. No better evidence could be found than this great fan-film, telling the story of a resistance fighter opposing the rule of the Combine.

Found by the guys over at RPS, Singularity Collapse features some spectacular looking props and costumes that perfectly capture the atmosphere of Valve's iconic shooter, as well as some great CGI work using assets from the game itself. Gunfights and aesthetics aside though, it's really the gunship vs buggy chase that makes this a must-see.
Half-Life 2
Gordon and Alyx
Gabe Newell has said that Valve have moved past the episodic approach to creating games, and onto a "games as a service" model. This is geared towards quickly creating smaller updates for existing games. It's an approach best demonstrated by Team Fortress 2, which has received more than 200 updates since its launch in 2007. But what does this mean Portal 2, and what about Half Life 2: Episode 3?

An interview with Gabe Newell in the latest issue of Develop has uncovered a shift in Valve's philosophy for creating games. Newell says that the initial shift to the episodic approach was part of an attempt to protect Valve staff from the prolonged crunch times of developing one major title at a time. Since then, development cycles have become shorter and shorter, and the episodic approach has evolved into a fast paced cycle of updates.

Newell says “If you look at Team Fortress 2, that’s what we now think is the best model for what we’ve been doing, our updates and release model on keeps on getting shorter and shorter.”

But what does this mean for Half Life 2: Episode 3? Newell says that Valve are working on different projects at different speeds. “We sort of amortise the risk by working on different frequencies for different projects,” says Newell, "Team Fortress 2 is the fastest frequency we work on with comparatively fast updates. Er, Half-Life is apparently the slowest! Although, from the outside world, we have no evidence that Half-Life is working on any frequency at all. "

Newell says that Left 4 Dead is getting closer to the Team Fortress 2 model, with its regular mutation updates, comics and occasional community map updates. He also admits that there's a possibility that Portal 2 could receive similar treatment.

“Portal 2? We’ll have to see how much our customers want us to push in that direction. In general, our approach is to come into work and ask ‘what can we do for our customers today’?

“We get a huge amount of value in releasing things. Every decision you see our Team Fortress 2 team make is a direct result of feedback they’re getting from customers.

“Everything our team does is a result of tests they’ve done on the last two or three releases. Because its information from the last few updates that tells our team what to do next.”

Valve have already announced that the first DLC for Portal 2 will arrive this summer, bringing new test chambers and challenge modes to the game. Team Fortress 2, meanwhile, just received a video update that lets players record and edit their own replays.
Mar 27, 2011
Half-Life 2



Half-Life 2 has a very special place in our hearts, so any opportunity to revisit it is a good one. Take a look at this trailer for Erik Rempen's Ladder mod. It seems simple enough to start out with, but as the game progresses the intensity increases. This is down to the excellent implementation of destructibility; it's almost like watching Bad Company 2 in the Source engine. The main tower collapsing is a notable "awesome!" moment. If you'd like to slaughter Combine in exploderific terrain, you should definitely download it.

An interesting teaser trailer cropped up this week for Brain Candy's turn-based strategy game Fray. The trailer is one of those live action things that seem so popular with developers these days, and despite being an indie team, Brain Candy weren't going to produce anything cheap or sub-par. The grimy sci-fi asthetic is well realised and the little bit of parkour we see is pretty cool. But just how much more to we know about Fray from this? It's a great way to introduce the fiction, but it does little to show potential players how the game will actually function. Where do you stand on these live action trailers? Do you love seeing game characters and worlds being brought to life with actors and props, or would just rather they just showed you the damn game already? Debate in the comments!

Crysis 2 is finally out now. It felt a long time coming, and that's in no small part down the the vast amount of trailers EA and Crytek pumped out. Every day in the office for the last few weeks, it's felt like there has been yet another Crysis 2 trailer to put up on the site. We've seen so much footage we'd pretty much played the game before it even came out. With this huge library of trailers, Crytek could easily produce a 'Best of Crysis 2' or 'Crysis 2: Greatest Hits' collection, containing such day-defining clips as:

Common People - where Crytek play the game for our viewing pleasure

Undercover - in which Crytek show off how fun it is to not be seen

Happiness is a Warm Gun - feat. a man who's other job is most definitely providing commentary for an episode of 'America's Wildest Police Chases'

Speed of Sound - demonstrating Alcatraz's ninja-like ability to hurl grenades

Through the Fire and Flames - in which EA show off for 15 minutes too long



Paradox can normally be relied on to provide some light-hearted fun, and it appears that Pirates of the Black Cove will be no exception. This new trailer has an almost Magika-on-sea feel to it in regards to the art-style, and the voice over is gently comedic and reassures that the game won't be taking itself too seriously. Whilst it's not been in development for that long, developers Nitro seem confident that a beta isn't too far away.

Hunted - Bethesda's fantasy-come-third person shooter - is shaping up well, and the latest trailer focuses on the co-op opportunities. It does appear to be catering primarily to the co-op market, so it's nice to see that the system seems to be working solidly. There's also a distinct amount of chest-high walls and crates around; apparently you don't have to have chainsaw bayonets for these to be a requirement.

The Dungeon Siege team have revealed a new character for the series' third entry; Katarina. As a woman in a fantasy-universe, she is sporting the apparently compulsory exposed cleavage (with added jiggle physics) and a dash of strong will. She's also capable of gunning down enemies with magic purple bullets for good measure.


Half-Life 2

During the summer of 2008, a Half-Life 2 mod changed the way I thought about games. Developed as part of a research project at the University of Portsmouth, Dear Esther featured no shooting and no puzzles. Instead, it simply presented a Hebridean island for you to explore, and an unusual story of motorways and science experiments that fell into place as you did so.

Almost three years later, that humble mod has been signed by Valve for a full, standalone commercial release on Steam. It’s been rebuilt in its entirety by Robert Briscoe, one of the team behind the stark and strikingly memorable environments of Mirror’s Edge. And it’s stunning. The Source Engine – now more than six years old – has never looked so beautiful.

I’ve played through a good chunk of the second take on Dear Esther, and it’s shaping up to be even more fascinating than the original. But almost as interesting as Esther’s story is the story of the game itself, and how it came to find itself on the cusp of a commercial release.



The Dear Esther concept began in 2007, emerging from a research question proposed by Dr Dan Pinchbeck of Portsmouth University. Pinchbeck wanted to see what would happen were a game to focus purely on storytelling, to the exclusion of more traditional interactive elements. He also wanted to see how people would react if a closed reading of that story were near enough impossible to reach.

“Esther is basically about ambiguity,” he explains. “It came from this idea that you could do more with storytelling in games if you stopped worrying about everything making sense and adding up, and that when you read a book or watch a film, you are filling in a lot of those details yourself. Games are like films in that regard: you have these cardboard cutout sets and no one worries about that – we focus on the front, not the back. So we can apply a similar thing to story, and stop giving as much away.”

Funded by a grant from the Arts & Humanities Research Council, Pinchbeck and his team set about creating a Half-Life 2 mod to explore his ideas. In Dear Esther, you play an unseen, nameless protagonist, wandering through the mist, triggering randomised audio clips of letters being read aloud to a woman named Esther. It’s not clear who she is, nor how you and she are related. But as you make your way towards the island’s peak, a haunting story begins to clunk together.



“Grief, loss, guilt, faith, illness,” says Pinchbeck, when I ask about his interpretation of the Dear Esther story. “Cheerful stuff. But it’s also – and this is really important to me – about love and hope and redemption, and how people cling to each other in the face of a brutal, uncaring world.”

Dubbed ‘an interactive ghost story’, Dear Esther is never overtly scary. Instead, it builds atmosphere and an emotional weight. The audio clips tell you about the island’s history while simultaneously documenting a terrible accident back home in England. But it’s also a character story. You learn of a syphilitic shepherd, an explorer whose infected injury sent him insane, and a man destroyed by guilt after a fatal car accident. They blur together. Depending on how you read it, they might not even be three separate people at all.

The island itself is no less intriguing. Phosphorescent paint splashed on walls. Chemical equations etched into the sides of a cavern. Enormous chunks cut out of a cliff face in perfectly straight lines. Bible verses scrawled all over the island, and a flashing radio tower omnipresent in your view.



Exploring a spectrum of moods within the medium of games is something Pinchbeck takes very seriously.

“It’s important that we all keep pushing at the potential emotional range of gaming and how subtle we can make a player’s emotional journey,” he says. “What I hope about Esther is that although it is fairly dark, there are subtle tones to that: an ebb and flow that makes it an interesting journey that we can all recognise, rather than just us standing there hitting the player with the tragedy hammer until they give in.”

But right at the centre of Esther’s story is the idea that there’s no absolute interpretation of the themes at play. Pinchbeck expected that this may turn players off, leaving people bored and unfulfilled. He was spectacularly wrong. Instead, Dear Esther became an indie darling, downloaded more than 60,000 times, enthused about by the gaming press, and honoured with an international award.



A year later, fresh from a stint on Mirror’s Edge, a level designer showed up.

After an exhausting couple of years working in Sweden, Robert Briscoe returned to the UK, having decided to take some time out to recuperate. He’d originally planned to use this time to work on a small prototype he’d been tinkering with – a zombie-filled survival horror mod built in the Source Engine. But then came an attack of the undead, as wave upon wave of brainmunchers saturated the PC games market. Not wanting his idea to be lost in the crowd, Briscoe put his project on hold.

This left him with a year or so to burn. Searching for ideas, he turned to the premier mod site ModDB for inspiration – and stumbled upon an unassuming little release called Dear Esther.



“It was the inspiration I’d been looking for,” he recalls. “A simple, highly original idea which was singularly focused on telling a story through the environment. It stuck in my mind for days afterwards, and although I toyed with the idea of translating Dear Esther’s core mechanics to my own designs, I couldn’t shake the feeling that there was so much untapped potential in the original, if only for a proper coat of paint and a more polished design.”

For Briscoe, Dear Esther’s main weakness was the island itself. The story was fascinating, the ideas great, but the island worked against the game: players were getting lost, or stuck, or bored.

“One of the most common complaints about the original was the tediousness of trudging through the simplistic landscape between audio cues and landmarks, which made exploring rather unrewarding,” he says. “To be fair, it wasn’t really a failing of the design per se, but a shortcoming of the Source engine and how it handles large outdoor environments.”



Having worked with Source for over five years, Briscoe had a few tricks up his sleeve to bring the concept to life. “It allowed me to create a much more rich and detailed world than ever attempted before in the engine,” he explains, “which encourages and rewards exploration with the incentive of uncovering small clues and details about the history of the island, its inhabitants and our protagonist.”

The remake pushes the Source Engine to places it’s never been before. Realistic waterfalls cascade down the walls of extraordinary caverns, gleaming bright blue in the phosphorescent light. Outside, foliage sways and leaves blow in the breeze, as the moon forms a striking reflection on the eerily calm ocean. The picture painted by Dear Esther is as vivid as any in gaming.

“The visuals are going to have a massive effect on how immersive the island is, and that’s really important,” says Dr Pinchbeck, who afforded Briscoe a great deal of freedom while rebuilding his game. “There’s a lot of subtle stuff going on in there, and what’s really cool is how Rob has responded to the original version and put his own spin on stuff. I sent him pages of notes, and I’ve been looking at alphas and feeding back, but right up until the deal with Valve happened it was mainly Rob’s gig.”



It was quickly obvious that this was going to be more than a simple graphics overhaul. With his level design techniques, Briscoe had transformed the world of Dear Esther into something remarkable: a game whose world was its primary character, and where every landmark told its own story. “There’s quite a bit more focus on exploration, properly rewarding the player for leaving the obvious path,” says Pinchbeck. “And the great thing about going indie is that we’ve been able to do all of that – to make it more than just a visual overhaul.”

Until fairly recently, the Dear Esther remake was still set to be released as a free Source mod. But that changed when Pinchbeck and Briscoe decided to approach Valve with the view to licensing their engine to release a fully fledged indie game. Valve were impressed. They agreed, and signed Esther as a Steam exclusive.

It was Pinchbeck who originally suggested the idea. “My reasoning behind it was that Rob was creating something so extraordinary, it deserved a wider audience than we could give it as a mod,” he explains. “I love the mod scene, but it is limited in terms of reach.”



Pinchbeck had another agenda in mind, as well. Esther was originally created as part of a research project at the University of Portsmouth, and one of that project’s pillars was that its games should function as actual, playable titles that the community could respond to.

“I think games researchers have this amazing opportunity to explore high-risk areas of game design, and we have almost an obligation to run with ideas and push them as far as we can. We started off saying ‘will this work as a game?’ and the answer was pretty resolutely ‘yes’. So the next question is, ‘what happens if you commercialise that?’”

If it works, then in theory Pinchbeck and co could find themselves in a position where they can fund their next experiment with their earnings from the last one. “Which is massive,” he says. “We’re doing something that has actual, absolute relevance to the industry, and we’re proving it has value – not in some obscure journal, but out there, in the marketplace.”



It will be interesting to see how the wider gaming community reacts to Dear Esther. It’s slow, uneventful and pondering, and only an hour long. Robert Briscoe has struggled to describe Dear Esther during the 18 months he’s been working on the remake. “I often find myself avoiding the word ‘game’,” he says, “preferring to describe it as more of an experience or story. I always want to ask people if they’ve ever stared at a painting and wondered what the story was behind it, or imagined being able to transport themselves through that small window into the world and explore it. Most people connect with this.”

For Pinchbeck, this indicates a newfound maturity in gaming. “I think we’ve been in an amazing period of creative expansion in games for a couple of years, and that ranges right from really left-field independent titles to mainstream AAAs. There are so many great titles and developers out there, and some really experimental work finding a place in the market. Games get a lot of stick for being derivative, but the reality is that it’s one of the most amazing mediums on the planet in terms of the audience actively demanding innovation, and being happy to fund that themselves.”

Perhaps the most interesting comments come from composer and sound designer Jessica Curry. She’s currently in the process of re-orchestrating Esther’s entire soundtrack: as Briscoe has done with the environments, Curry is rebuilding the audio from the ground up.



“I’m not a gamer, or from that world at all,” she says. “So I’ve always seen it as a piece of digital, interactive art. Dan sees it as a game, but neither of us really think you have to make the distinction. For me, art is about an experience which touches people deeply. I really think, and hope, that Dear Esther achieves that.”
Half-Life
In 2007, PC Gamer commissioned artist Drew Northcott to produce a series of pieces inserting game [..]
Half-Life 2

The fan made Half Life 2 short film, Beyond Black Mesa was released in full over the weekend. The team behind the film shot the entire project in their spare time, doing all of the stunts and special effects themselves. The result is a spectacular recreation of the Half Life universe that could have been made by pros. You'll find the full twelve minute film embedded below.

The film follows Adrian Shephard, the main character from Half Life: Opposing Force, as he and his fellow resistance fighters struggle to deliver a message about the incoming Combine invasion. The project took the seven film makers two years and $1200 to make. The production team discovered their flare for film making with their first short, Concrete Hustle, in which they stage a lightsabre fight in an abandoned car park. For some behind the scenes information on the making of Beyond Black Mesa, check out the Beyond Black Mesa site.

Half-Life 2

The Steam Christmas sale has launched, kicking off a series of deals that will throw ridiculous bargains at us every day from now until the new year. As well as the daily deals there's a selection of developer and publisher packs offering as much as 86% off entire game catalogues. Read on for more on the spectacular deals on offer.

Today's sales have the rock solid platformer, Super Meat Boy going at 75% off, Fallout 3 at 33% off, the excellent action RPG, Titan Quest at 75% off. Battlefield: Bad Company 2 is also on sale at a third of its normal price.

Every day one of the new offers will be eligible for a special holiday bonus. The discount on these games will increase if you own a certain game. For example, today's special deal is on Portal. It's 75% off everyone, but if you own Half Life 2, you'll get an extra 10% off.

The huge game packs and publisher catalogue deals will be available from now until January 2nd, and offer the biggest savings. The THQ pack is currently offering 21 THQ games for the price of one, and contains gems like Company of Heroes, Stalker, Dawn of War and Dawn of War 2. The Square Enix & Eidos bundle is also another great deal at 86% off, and that includes Batman: Arkham Asylum, Deus Ex, the Hitman series, Just Cause 2 and much more.

You'll find the full list deals listed on Steam. What will you be buying?
Half-Life 2

After five years of work, GoldenEye: Source is finally out of beta and free for everyone to download and play. This Half Life 2 mod brings a multiplayer adaptation of the famous Nintendo 64 shooter GoldenEye to the Source engine, complete with the most famous locations, characters and weapons from the original.

Familiar locations like Facility and Complex have all been rebuilt in high definition to work with Valve's Source engine. There are 22 maps to fight on with 11 characters split between MI6 and Janus forces. There's no single player component at the moment, but GoldenEye's famous multiplayer has been recreated from the ground up, with recreations of many of the original weapons, including the always slightly rubbish Klobb sub-machineguns and the deadly Golden Gun.

For a full overview, check out the GoldenEye: Source ModDB page. The mod can be downloaded right here. You'll need a copy of Half Life 2 to run it.

Half-Life 2

A spectacular second trailer has been released for Beyond Black Mesa, a live action short film set in the Half Life universe. It's packed full of explosions and tense shoot outs with the Combine, and features the coolest holographic wrist display gadget ever. You'll find the video embedded below.

The film tells the story of Adrian Shephard, a member of the human resistance movement. He has one mission: to get a message to City 17 about the incoming Combine invasion. It's a tough assignment. The Combine know who he is, and are hot on his tail.

The whole film was made by a small crew of talented and dedicated Half Life fans, who financed the film with their own money, and shot the whole thing during their free weekends. Now the film is finished, and is currently being shown in film festivals throughout North America. The team are planning to release the film once it's finished conquering the festival circuit. We've interviewed some of the guys behind the production about the risks, rewards and bruises that come with filming a professional quality action flick on a budget. We'll be bringing you that soon. Meanwhile, here's the omfg trailer.

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